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Topics - Jeffg10

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Hello, today i'm here to present the current work i have put into my tabletop RPG adaptation of Cogmind, some thing are missing or need to be expanded, but i have just enough done so far that i want to release the files for people to take a look at so i can start getting feed-back from the general public about thing i should add or tweak! Below i'm going to include 4 .txt files: (The General Rules, The Modules and Parts List for DMs, A sample sheet showing a standard floor configuration and a sample sheet showing some basic robot configurations, all of these lists will be expanded in the future) I'm also going to include some pictures of a couple color palates I've made in preparation for re-coloring all of the item and robot sprites in the game (i just want feedback on these, i have plenty of others in store!)

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General Discussion / Project: Escape Plan [Potential Spoilers!]
« on: September 21, 2019, 10:39:35 AM »
Hello forums, currently i'm working on a table top RPG based around the Cogmind universe (although robust enough to be tweaked and changed as needed), but as of right now that is not the main topic of this post (although progress on that is also coming along great). The topic of this post is my other main project: project escape plan. Currently i'm attempting to map and document a Cogmind seed as thoroughly as humanly possible, an asset that new players or veterans could use to refine their skills in a known environment, as of right now i'm mainly going to work on mapping the main world map and exact branch access levels, but if i find a way i might tackle specific floors too (but i don't have the technical knowledge right now to tackle something like that) anyway, here's what i have so far, i'll periodically update this more and more as i find new things, later on i may map the exact number of machines on each floor or other bonuses too:
Seed: 'EscapePlanAlpha' ( Beta 8 )
Floor Access:
-11 - [Scrapyard]

-10 - [Materials]
-10 - Br. [Mines]

-9 - [Materials]
-9 - Br. [Infested! Mines]

-8 - [Materials]
-8 - Br. [Mines]
-8 - Br. [Storage]
-8 - Br. [Recycling]

-7 - [Factory]
-7 - [Lower Caves]
-7 - [Zion]
-7 - [Deep Caves]

-6 - []

-5 - []
-5 - Br. [Extension]
-5 - Br. [Hub_04(d)]
-5- Br. [Archives]

-4 - [Factory]
-4- Br. [Armory]

-3 - []

-2 - [Research]

-1 - [Access]
--------------------
Update: murdered in deep caves, RIP, let's try again

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General Discussion / Not Significant enough of a disruption!
« on: September 20, 2019, 04:42:31 PM »
Apparently i'm not significant enough of a disruption for main.c!

4
General Discussion / Access to the game Assets?
« on: September 18, 2019, 03:09:31 PM »
Hello, This post is particularly pointed towards Kyzrati given it's nature (i know you'll see it, i've been lurking long enough to know that you reply to almost everything) but i was wondering if anyone knew where i might be able to access the game's assets, i'm currently working on a tabletop adaptation / remix of Cogmind and i have RexPaint and a handful of screenshots that's i'm currently using to replicate / base some of the art off of, but if possible i'd like the source pictures to make the process easier so that i have assets for my players (and possibly some custom ones of my own after i study the art style in depth a little more). This is a private venture since i'm a DM and want something new and interesting, but i might consider releasing the mechanical system and any custom art here if i make any reasonable progress on all of this. I poked around in the internal files but only found these strange .x files i couldn't open and a surprising lack of things like robot names on files. If you can't help me in this i understand, i just figure there's at least no harm in asking at the very least since it would be a god send if it's possible to decompile the art in any way.

Bonus:  a sheet of hack-job scouts i adapted for the lolz while getting the hang of REXPaint:

5
Ideas / Software
« on: November 04, 2017, 05:28:58 PM »
Software - Drives that contain software that can be applied to an item for a small stat boost, wouldn't need to be extremely complicated as the drive would just take up and inventory slot until you use it then the drive locks and is more or less useless (disappears from your inv.) and the stats of an item would change when inspected to reflect it (say have the stats change to a different color like cyan or something to show that they have been modified with software) any amount of software can be applied to one item but given how fast items break it's not a great idea to load all of your software into one item unless you're a hacker that *might* be able to find repair stations
just thought it could be a cool way to spice up items

6
Ideas / Rusted Items
« on: October 23, 2017, 08:45:52 PM »
Rusted Items - old items that are found on the starting floors that act sort of like prototypes and have higher damage or special effects but either degrade at a much faster rate or start out with a massive hit to their integrity, mainly for weapons but could also be for engines, treads, hover units, exc. rusted parts could also have special variants that can't be found in non-rusted formats (think an old design that's been long since phased out by MAIN.C and is no longer being produced for better alternatives)

Bonus:
Uniques - unique items that can only be found once per play through and typically have better integrity and damage as well as special effects and a unique ASKII picture as opposed to their base model, so for example a special proton cannon that pierces targets or a rail gun that fires at two targets at once, exc. (could drop 2 - 3 update if it's not worth it to make a bunch of them at once)

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