Grid Sage Forums
- May 09, 2024, 10:56:53 PM
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The only problem I see with is when moving around corners or through doors. Sometimes I move into a door or around a corner and ram someone accidentally. If two button presses are forced for ever ram without a melee weapon, then that might give someone not equipped with enhanced sensors a freebie clue as to the whereabouts of robuts that are hidden from view. From the layman's perspective it seems like anything is going to be a fix with some questionable trade-offs. Maybe it would ultimately better to just force players to become trained to slow down and use their eyes?Hm, I hadn't thought of that angle yet. But... how is that possible? As per the FOV calculations you can always see around corners you're next to. There's no situation where you are in a position to move into an unseen space (i.e. adjacent to it), except for the current known bug that occurs when you are already ramming something intentionally and your FOV fails to update on displacement.
No need to die all at once.This much is what I was imagining when the suggestion came up. There is plenty of room for some cool-looking animations here. I would just want to keep the final fade to black for the background, behind the score box. I'll be revisiting it in the future.
Bits of the UI could go away one at a time, ending with the view port then final messages before fading altogether would be immersive.
I don't mind the death animation so far, but I would love love love an in-game scoresheet (a la DCSS). That might not work out with how you're plugged directly into COGMIND as soon as you boot up the program. Maybe it could be just another menu item (maybe under 5] Game?).I did intentionally do away with any kind of start menu (there wasn't even a title intro to begin with but I eventually decided leaving that out would be a bad idea).
Another idea: the game could record your last ~100 moves so you can replay them upon death to see where you took the wrong actionI would love to make complete replays available, and I've tried it with the engine before, but it's not completely reliable due to how some of the game logic is build directly into the animation system
fpsCap=60
Try some different values like 50, 40, or 30 if you it doesn't bother you, I think I'll start creating a list of key commands.That would be useful and something I expected would appear before long.
biomatter has already worked out how to get the schematics for high tier items. I haven't tried it yet, but I will soon:)Oh damn, WTF? I've only had time to field important posts for now so I haven't been checking the strategies board, but now I'm curious what trouble you guys are up to already
Descriptive title is descriptive.Thanks, it's a known issue in fullscreen mode (not an issue when windowed). Will fix! Until then use F2 before/after tabbing!
Steps to reproduce:
- Be in Keyboard Mode (F2 toggle)
- Alt-tab out of game
- Try to move your mouse
- cry
Or at least, that's what happens to me Toggling out of F2 fixes the cursor lock.
Unrelated note: Alt-F4 to save/quit is the slickest thing ever.Ah, you noticed that? . It's an undocumented feature because you can Alt-F4 to quit from anywhere, even places where saving is not allowed and therefore it wouldn't save under those conditions. In other words, it's not completely reliable, but it's nice to have .
This is relatively a little thing but it really irks me. When you die in the game, it immediately jumps to the Game over screen, and you don't get to see yourself dying, I just had to check and see if you even see the final volley that kills you, I was under the impression that you don't even get to see that. This can get really disorienting at times and for a game with such a great visual feedback in battle this is a big missed opportunity.Hm, I can see this being very cool. That said, I'd be really torn to do it because Cogmind is supposed to be more of an "immersive experience" than a "game where you're controlling something from the third person," and not immediately animating the black screen sort of ruins that.
So I would request for the game to have a "death cam". When you die the game handle it the same way it handle NPC death, you get shot, "explode" (Your icon disappear the same way enemy icons do) and all your surviving modules are scattered on the floor. Then present an in game death message and wait for the player to click a button before going to the score screen.
Yeah I would love a score screen that also has a shot of the scene surrounding your death, would be nice to share with folks.So you're thinking the score box over maybe a faded background of the screen when you died? I'd have more or less the same opinion of this, but I can see the value it adds in other ways. I'll have to think about it.
But accidentally doing stupid things that you have only yourself to blame for is what roguelikes are all about!Haha, yeah, Maurog's right. You all deserve it!
I do agree that the highlight enemies option should maybe show neutrals and friends too, color coded differently.There are two buttons, one for hostiles and one for allies, each of which is already color-coded for integrity. It doesn't seem useful enough to add an entirely separate command for non-hostiles, so that leaves making neutrals also highlighted by the hostiles button--maybe in a very non-obtrusive gray. I believe I had this as an option originally, but removed it for some reason. Perhaps because the labels for hostiles should really stand out as they're the actual dangerous ones you need to worry about, but I can see the argument now that under some circumstances there may simply be too much stuff lying around (this is especially true with tiles--with ASCII it's still easier to differentiate robots from parts even in a big cluster).
You are awesome, Kyzrati. I find it funny, the only real issues I've had are so very minor, and mostly QOL. The game itself has been great, I haven't encountered any bugs that I'm aware of, it plays fantastic. Ya done good, man.Thanks, I try my best and hope it's good enough
Speaking of stats - do weapons have different fire times, and if so can that be put on their stat screen?Only a minority of weapons do, and you'll see this indicated as their "Delay." Click on that stat and see the description. If they have no delay, then it's the standard firing time, but that's dependent on the number of weapons in your volley, so for that you should check the manual to see how time works in combat. This will be very helpful in deciding how many weapons to fire!
Oh man, try to avoid the players who are already using cheat hacks, then. "You got WHAT score?!"Haha, awesome, I love me some charts and graphs. (And EVE is fun, too!) Maybe as an intermediary solution I'll just write a program to convert all the sheets to csv and give them to youHeehee! That's a bad idea - it'd be a conflict of interest. Although I have some excel skills, I am murderously driven to be #1 - if I saw someone doing better than me, I'd probably die of dehydration before I stopped playing.
I'm just going to say that I usually try to remap my keys as to minimize moving my hand off of the numpad and/or mouse. So key-binding would be something I'd like too. That said, I haven't quite played enough of Cogmind to get my muscle memory down yet.I considered remappable keys multiple times. As you all probably know I'm big on accessibility so this was something I would have really liked to implement.
Good point. One thing that may help in that regard: If removing something from your inventory everything below that point always shifts up one slot. As for movement to the inventory, that's a bit more complicated but the default is to just put it at the end. How else might that be handled to make it more intuitive/helpful?The idea is that "ctrl" represents a positive input direction, from inventory > parts > activate (and then deactivate, as a toggle at the end state), and then in reverse you have the "alt" negative input direction, which is parts > inventory > ground.
It is a nice metaphor. My problem with this approach is that as an item moves from inventory to parts, it changes letter, and it changes the letters assigned to other items in the inventory. So, when I try to shuffle armaments slots I have to carefully reread the inventory to see which new number was assigned to the item I was just moving.
You can reduce your Security Level at some Terminals, once I work out the manual code for reducing the threat level it may be possible to do it at any Terminal.Absolutely, and this is incredibly useful if you've been causing trouble.
Anything worse?Are you kidding?!
I've still got this as my desktop background. When I told my partner I'd picked up the game she said, "Isn't it called Cogmino?" Still cracks me up every timeI will always remember that, too.
As promised earlier here is the numbering template I created.We're using imgur to host, then just linking to that.
Question: I'm a beginner at using forums. How do I insert an image into the text box rather than adding it as an attachment?