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Topics - Xii

Pages: [1]
1
Ideas / Rethinking everything
« on: May 08, 2020, 07:14:39 AM »
I've long had this feeling about Cogmind that I'm finally starting to place accurately, due to the recent explosion of study of randomness, expressed in GDC talks and various prominent game design YouTube channels. They call it "input vs output randomness", and the feeling I have is of extreme frustration.

You see, Cogmind is brilliant fun to me always up until the point where some specific part gets destroyed by randomness. It is impossible to carry spares for everything, and multiple slots are required to work together to bring a complex build to life; therefore, the build rapidly starts falling apart.

Of course, I could keep going. If I were playing professionally, in a tournament, streaking, or for some other such reason obliged to stick with it, I probably would. But I'm not. I'm playing Cogmind for fun. When the fun ends, I stop playing. Make sense to me.

This causes a psychological regression into the safest builds. I start ignoring the cool, interesting parts because I know they'll last for all of one floor before some completely uncontrollable source of randomness kills it. It's the random critical hit against the player. Almost universally hated by players in all games present.

The introduction of RPGLIKE mode highlights the issue - it's much more fun! I'm actually excited to find unique, rare parts because I know I can design my build around them! But this experimental mode also makes other changes, like XP allocation, that aren't very Cogmind.

The whole thing is neatly outlined with input vs output randomness. Input randomness is a source of much fun and variety. It's the principal component of joyful randomness in roguelikes - level layout, loot caches, branch exits and surprise encounters. Output randomness is the stuff of nightmares. It's the thing that says "anything you do could backfire catastrophically at any moment".

Worst of all it's completely unnecessary. All instances of output randomness can easily be translated to input randomness. Let's consider Cogmind's core niche: PART DESTRUCTION. At the very heart of this concept is simply the notion that everything is consumable. This makes the game about resource management. But as it currently stands, the consumable nature of everything comes from output randomness - things last indefinitely until randomly they don't. Contrast this to input-random consumables, where it is upon the player to choose whether to use and thus consume an item or save it for later. In essence, part integrity would degrade on use. Every step you move, propulsion integrity -1. Every volley you fire, weapon integrity -1. Every terrain you scan, integrity -1. And so on.

Another example, terminal hacks. Each hack has a number next to it. The higher the number, the more powerful and costly the hack. When player selects a hack, randomly disable other available hacks up to the number, proportional to each hack's number. So a high hack will disable many others, while a low one is likely to only disable one. This creates the strategic trade-off of whether to pick many small advantages or one big one. If the number exceeds the sum of other hacks present, trigger negative feedback. Hacking gear reduces these numbers. Numbers above a certain threshold might be inaccessible altogether, requiring hacking gear.

Maybe this isn't the game you set out to make. Maybe it's too gargantuan of a change to undertake. But it's the game I wish I could play. RPGLIKE comes closest, but I don't like the XP mechanics.

2
Ideas / Evolution & Inventory
« on: April 02, 2020, 01:02:13 PM »
When you evolve, you can't see your inventory. This is problematic, because often my choise of evolutions is directly influenced by what spare parts I've got.

I've gotten into the habit of deciding my evolutions before hitting the stairs, while I can still see my parts.

The evolution screen is pretty, but it should be UI first. Display the inventory?

3
Ideas / QoL: terminal hacks and keyboard layouts
« on: March 23, 2020, 08:06:35 AM »
Cogmind assumes a US keyboard layout. Hacks use characters like \\ and (). Whenever I need to enter such hacks manually (like the door to recycling), I have to hunt blindly for the special characters on my (non-US) keyboard.

I know it adds computery flavor to have these characters, but from a useability standpoint I wish I could type hacks using just letters and spaces.

Some of this may be partially invalidated by autocomplete and upcoming improvements already, but do consider it.

4
Ideas / Guaranteed sensors
« on: February 26, 2020, 03:22:10 PM »
Pacifist runs live and die by their sensors. Once spotted in the early game, especially by swarmers, your only remaining option is to look for the nearest exit while getting shot at.

Therefore, I ask that a guaranteed sensors (and maybe interpreter?) generate on the lowest levels.

Consider that a combat run can very reliably acquire sensors anyway by destroying a scout; something only pacifists can't do. This addition wouldn't really impact most players' runs; basic sensors are common.

It would, however, make a lot of pacifist runs more reliably viable in the early game.
As it currently stands, some pacifist runs just die randomly because you turn a corner into a squad. Since this happens in the early game, it's not a humongous time loss, but it'd be... polite, to grant us this crutch.

Consider all the other guaranteed items already present in the early game -- starting parts, storage units, grenade launcher

This addition would slightly elevate Cogmind as a stealth roguelike. There are not many stealth roguelikes out there. It would raise Cogmind's status in that particular niche.

5
I RIF hacked a worker on hub near a network hub to deconstruct machine. It went towards the network hub, and I ran out of the room. A few turns later, Cogmind crashed. (Beta 9.2)

Reloading the attached save exhibits the issue. Hacking the worker to deconstruct machine crashes when it reaches the hub.

Quote
****************************************************
*** A Programm Fault occured:
*** Error code C0000005: ACCESS VIOLATION
****************************************************
***   Address: 00459B6D
***     Flags: 00000000
****************************************************
*** CallStack:
****************************************************

  Fault Occured At $ADDRESS:00459B6D
         with 08 00 00 00

***  0 called from $ADDRESS:0084AEB4
         with 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 B8 55 FA 00

***  1 called from $ADDRESS:00840BDD
         with 08 00 00 00 00 00 00 00 00 00 00 00 B8 55 FA 11

***  2 called from $ADDRESS:0081855E
         with 2C D1 18 00 00 00 00 00 84 72 B0 00 00 00 00 00 00 00 00 00

***  3 called from $ADDRESS:00836F36
         with B8 55 FA 11 00 00 00 00 50 D8 83 E4 4C FC 18 00 90 FE 18 00

***  4 called from $ADDRESS:0052AC0E
         with FC D8 83 E4 80 AC 85 00 FC A2 0E 09 F8 A2 0E 09 4C F2 18 00

***  5 called from $ADDRESS:0057EB97
         with 58 D9 83 E4 18 A3 0E 09 3E 00 00 00 D8 F2 18 00 54 8F 84 00

***  6 called from $ADDRESS:00598151
         with 1C F3 18 00 B5 D2 5F 00 68 7B B0 00 64 00 00 00

***  7 called from $ADDRESS:005986DD
         with A8 DD 83 E4 4C FC 18 00 48 A3 8F 00 FF FF FF FF 84 F3 18 00

***  8 called from $ADDRESS:0062002D
         with 6C D6 83 E4 4C FC 18 00 00 00 00 00 01 00 00 01 10 00 00 00

***  9 called from $ADDRESS:006EBC84
         with 48 A6 59 02 B8 E5 55 02 01 00 00 00

*** 10 called from $ADDRESS:00426C30
         with B8 E5 55 02

*** 11 called from $ADDRESS:007F6E35
         with B8 E5 55 02 B0 EA 54 02 00 00 00 00

*** 12 called from $ADDRESS:00426C30
         with B0 EA 54 02

*** 13 called from $ADDRESS:00429D20
         with F8 79 B0 00

*** 14 called from $ADDRESS:00422D0C
         with 05 00 00 00 74 FC 18 00 F8 79 B0 00 74 FC 18 00 00 00 00 00

*** 15 called from $ADDRESS:00422EC4
         with B2 FE 18 00 F0 DF 52 02 05 00 00 00 F8 61 3D 00 60 02 3D 00

*** 16 called from $ADDRESS:008144B0
         with 02 00 00 00 90 FE 18 00 00 00 40 00 43 4F 47 4D 49 4E 44 00

*** 17 called from $ADDRESS:008D8D35
         with 02 00 00 00 90 FE 18 00 A1 FE 18 00 BF FE 18 00 00 00 00 00

*** 18 called from $ADDRESS:008D8DEE
         with 00 00 40 00 00 00 00 00 07 1C BA 00 01 00 00 00 D0 D5 83 E4

*** 19 called from $ADDRESS:008D7FF5
         with 00 E0 FD 7F E0 7B 8C 75 3E 57 14 C2

*** 20 called from $ADDRESS:758C7C04
         with 00 E0 FD 7F 6A DB B7 E9 00 00 00 00 00 00 00 00 00 E0 FD 7F

*** 21 called from $ADDRESS:7782AD8F
         with FF FF FF FF D0 00 81 77

*** 22 called from $ADDRESS:7782AD5A
         with

*** 23 called from $ADDRESS:00000000
************************************************************

6
The game is saying "you're dead now, no explanation given". Trackers don't even show up on sensors. What is this reliable intel that has pinpointed my location? Why am I being murdered on a whim so INEXPLICABLY?

This isn't good game design. I have no information on what I supposedly did wrong, nor any information to avoid the trackers. Game's just, "hey, I'm randomly ending your run. Hope you had fun! Better luck next time!"

7
General Discussion / [SPOILER] trouble hacking God Mode
« on: March 16, 2019, 09:24:44 AM »
So, Data Miner gives me a code to hack God Mode.

Warlord says this God Mode here (in his base) is a fake one.

The real (?) God Mode accompanies the assault on Research.

I remotely datajack each of these two God Mode, enter the code given by Data Miner, and neither instance works. "No effect".

What gives? Is there a secret, hidden, actually real God Mode somewhere else entirely? How is Data Miner wrong about the code? He's right on all other accounts.

Did the Core Reset Matrix I consumed in Lab bug this out somehow? (it removes the code from the manual hack suggestions, but I scrolled back my log to find it again)

8
Ideas / direct hack: layout camera
« on: March 10, 2019, 11:33:44 AM »
Such a simple little thing : a direct hack that maps a random zone, rather than the one around the terminal like layout zone does.

Quite often one already knows the area around the terminal being used, whereas revealing a remote location can potentially impact floorwide strategy, if you see something attractive in the distance.

9
Stories / Pacifist win! [Extended-game Spoilers]
« on: February 24, 2019, 06:57:16 PM »
And my highest score so far, too. That's cool. Nonviolence and all. Figured pacifist win would be difficult, but honestly, war is hell. It's not that the combat game is harder per se, but I get so GOSH DARN BOGGED DOWN in combat! It's SLOW like molasses growing uphill in january! Got other things to do besides play Cogmind 24/7, which I've been doing for probably a month now xD

The Cloak of Protection I got from Exile definitely helped a lot. There were a few key, close slip-bys by the end. Then I found a bunch of good thrusters pretty early, which carried me long way. Visited Zion, somewhat underwhelming, but I did happen upon a nice makeshift transmission jammer and some hacking gear. After DM, things turned to eleventh gear very rapidly. I was able to fabricate experimental terrain scanning + processor. With FarCom, it's like map hacks xD

Grabbed warlord's stash for some sweet power and flight. Popped in at ZH's, but he wasn't home. Snagged his stuff. Research was eventful, but found the access exit right from the start, so didn't stick around to watch.

Then as I mapped out access, I had to consider this: do I go for the exit, or enter command? I've never been there before, mind you. Here's the thing though; having been looking at scores, especially bonuses, there might be something worthy in there. And lore, of course. Love me some lore. No chickening out now, cogmind!

Almost got a heart attack when I slashed open one of those pods full of dormant ARCs. Warlord's reinforcements, promptly following my letting them in, offered a brief distraction as I penetrated the main gate, tunneling past through a side wall. Having experimental terrain scanning provided a fantastically clear picture of the complex layout. Flew straight through MAIN.C and dug under the 100-strength blast doors with my trusty long sword and the cooled thrusters overload boost to damage. The reinforced barrier had toughness 70. The long sword swung for like 80. Found this odd wave machine thingy, didn't know what it was for, so smashed it in hopes of bonus points xD

For some reason, MAIN.C was convinced I was there to kill him, which was disappointing. I wanted to talk.



Cogmind is a very good game. I've played Dungeon Crawl plenty, and Cogmind fixes a lot of the frustrations I had with the former. As a fellow game developer, I salute you!

My only real gripe was this moment in S7 in another run, where the LRC armor and other item were blocked by an INDESTRUCTIBLE door. I swung at it SO many times while my Sigix buddy held off the assault, dealing well in range of the necessary damage, and it just wouldn't budge. Is it, indestructible? I realize that the nature of randomness dictates that I could've simply been excessively unlucky. But I need to know :)

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