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Messages - Juan

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1
General Discussion / Re: Music for Cogmind?
« on: August 12, 2020, 03:38:20 AM »
Well I'm not a pro, but someone has worked a lot with VA/FM synths :)

2
General Discussion / Re: Music for Cogmind?
« on: August 10, 2020, 09:51:46 AM »
Maybe I'm late, but instead browsing hundred and hundred of samples you may synth them using any VST plugin... in that way, you may easily create variations for these sounds, it should be easy enough to learn it in few hours. If you want, attach here a sample, tell me its purpose, and I'll tell you if it's easy to synth and obtain variations.

3
General Discussion / Re: I cannot read the game
« on: December 16, 2018, 01:14:28 PM »
Josh, thanks for adding some kind of feedback when an enemy robot is hit in beta 7.2. It improves the gameplay for me!!

4
Announcements / Re: Cogmind Beta 5 "Zionic Revolution"
« on: January 25, 2018, 09:07:30 AM »
Yes, sorry, it was a missword. I wanted to mean when you charge without weapons against another character. Melee weapons works great.

btw: when you charge against an enemy robot placed in an exit, you exit - I'm not sure if this is a bug or something desired.

5
Announcements / Re: Cogmind Beta 5 "Zionic Revolution"
« on: January 24, 2018, 10:39:10 AM »
Thank you Josh. I'm not very eye trained to know if a quick ballistic projectile stop in the enemy square or in the next one (where there is a wall), sometimes I'm right others I'm not. That's why I usually play with slowwwww grenades or similar. I have the same problem with melee. If you find a proper way to implement it would be super! I had few ideas if you want. Don't try to hard, after all I'm just one customer :P

6
Announcements / Re: Cogmind Beta 5 "Zionic Revolution"
« on: January 23, 2018, 11:41:31 PM »
Thanks for the update, I didn't know about b4, I was playing with b3 :D

Even if it wasn't possible, I'd like to remember this if you see a chance to implement it anyway: I think the best QoL for me is having a sense if I hitted or damaged the enemy, without look at the console, with images and/or sounds. Example: if you don't hit, as it's now. If you hit but you don't do any dmg: blinking the enemy, returning the fire in any random direction, doing more brighty the adjascent tiles to represent the impact wave. If you deal some core dmg, same that when you don't do, but more drastic.

7
Ideas / Warning thresholds
« on: May 17, 2017, 03:51:13 AM »
I'm going to talk about the Energy, it's the same for Matter / heat / others.

Currently when you energy reach a threshold you receive a warning. The problem is that when you are recovering energy you get too that warning! Lets say your energy threshold is 100, and your current energy is 120. If you do a shot that cost you 25 energy, your energy drops to 95 and you get a warning. That's ok. However if your energy, after few shots more, is 60 and you rest few turns, once you recover energy and it exceed the threshold you get that warning again!

That's a bit annoying in the middle of a combat, since I think for myself "hey, I think I turned off the energy weapons" or other questions for newbies like me.

What I propose is having two threshholds, the current one and another invisible (i.e. 10% more than the current threshold). So once your energy drops below the visible threshold you get the warning, and you will not get the warning again until your energy exceed the invisible threshold. That would solved the stated problem, and the problem that your energy would be stable in the current threshold and you would get warning every turns.

8
General Discussion / Re: Beta 1 "The End" Discussion/Feedback
« on: May 11, 2017, 02:04:26 AM »
Yes, as a coder myself you need you enjoy your own creations before release them. Once I have finished the stage or product, I start to work in another thing, and then in one week I try to have fun with my creations - usually you have another perspective when you do this, and you see a lots of details that can be improved (or should be removed!)

9
General Discussion / Re: Beta 1 "The End" Discussion/Feedback
« on: May 10, 2017, 11:53:35 PM »
Thanks for the 1.1 update, I was losing my saninty  :P I was shooting an enemy to 1 single tile of distance and I wasn't hitting him. I was thinking "hey it must be my lack of understanding of the game!"

10
Ideas / Re: Smooth movements
« on: May 08, 2017, 10:47:01 AM »
I understand, thank you! It's a minor thing, so, no pressure :)

11
Ideas / Smooth movements
« on: May 07, 2017, 07:01:37 AM »
Hello,

When you are slow and fat as hell, and you see an enemy robot with, lets say, 250% movement speed, sometimes it dissapears and you don't know where he went. So, I propose a way to see how the Cogmind, or any other robot, slides/moves from tile to tile. Just an idea, like this:

12
General Discussion / Re: I cannot read the game
« on: May 05, 2017, 12:23:44 AM »
Thanks for the detailed and in-depth explanations! Anyway, I don't want you lose too many time repling me, just few words is enough :)

I'm doing more runs and I'm reading the manual. I'm playing with terminals more, I see I can get information about how the world works and its stored in the Lore. I have only few entries, but they seem they are in two sections, the first one alphabetically ordered and the second one (I only have one entry) with the dialogs. If they are not ordered, once you have a lot of them a search engine would be really welcome.

My new experiment was being a runner. Keep myself as fast as possible. However the game didn't help me too much, I almost didn't find propulsion gear in the firsts floor, so the most time I played without power parts, and of course, zero weapons. It was somewhat fun and lucky, I reached area 7, my surprise was that it wasn't orange but it had a white color. In that run it happened to me having a random encounter when I fall off in a trap, where there were big 2x2 robots and another robot was my friend. I tried to give him orders using Shift+Click but it didn't worked. So, I'm sorry for him, I did the only thing I was able to do, running as crazy  ;D

It was also nice in another game with weapons, how a green robot was blocking me in a thin passage way, and an army was chasing me, so I shot him and finally he started to run away from me. In the same run, all my weapons broke, and I was trapped in a room, I had to kill the robot was in the door with collisions, I was laughting thinking my little robot was headbutting him.

One of the nicer things in Cogmind is the big amounts of parts and how they not only affect just stats. I was able to find a signal intepreter and sensor array, I wish I could had them when I did the running game. I hope I can find a lot more of fun parts like those!

When I shoot a ballistic weapon, I miss some mini-explosion or any visual artifact that shows me if I hit my target, I'm never sure when I did, and right clicking on them in each turn isn't comfortable.

13
General Discussion / Re: I cannot read the game
« on: May 04, 2017, 06:04:02 AM »
My purpose was to give some feedback to you, since I'm not very used to these kind of games. For me, fighting without control is boring (ToME get boring from time to time, but the level up motivates me to play). Maybe there is a lot more to discover, and maybe some of the ideas I can tell you are already implemented - anyway - do not feel any pressure with them, they are just vague ideas from a random person. :)

I did a new run in Cogmind and I discovered there are computers that you can use. I still don't know understand them fully, but they seem interesting. One of them was like an store (?). Also, I liked some other robots appeared from nowhere and told me whatever, and how they helped me. I still do not understand too much about how the 'universe' works, all I can see is I hate yellow robots, they hate me, and they are a lot. This time I did a new record, I reached a new area with orange walls. I always think I need more guns, because I need to kill fast my enemies since I don't know how to flee them, and this game (at my poor level of understanding) is about killing yellow robots :o)

About the parts. They seem paper  :'( they break too quickly and it seems they cannot be repaired. I don't know how to create a build and keep it, because they get damaged too fast. Also, I'm still not sure why a gear is better than another, and why they have different color. The rating indicator helps. I learn grenade launcher are very good, because it seems (at the moment) the only way to save myself from groups or 5-6 robots, and its easier to hit.


Also, I'm finally having problems with some stats, like the Heat - that was FUN! I was generating around 200 heat per shot, it was something like hit or die. One of things I loved from Silent Hunter 3, or Faster than Light, was that your 'device' (submarine or ship) could fail under damage or under some circunstances. When I see that in cogmind I loved it too. However in Cogmind it seems implemented like an "all or nothing", one device can work or it doesn't. It would be interesting if a damaged part may randomly work, work in a faulty way, or even a minimal chance to explode. Maybe they could be repaired with some time or utility.

One thing that bugs me is that I cannot attach directly a part from the floor. When I have the inventary full, I need to release one part, then get the other one, attach it, and get the part I leaved.

I repeat, do not take nothing I say to seriously, because I'm learning the game! I only played around 12h or less!


Quote
Well, while you can certainly impact events of the world and change what's going on over time on a macro scale, much of the so-called "evolving" is yourself, since from area to area you may often be changing from strategy to strategy as your build changes, sometimes quite radically. In that sense it's going to be extremely different from a game like ToME, where you decide on a class and will pretty much be doing similar class-based actions throughout the entire game, getting better and better at them.

I get confused with this, I read it pretty fast, so my imagination filled the gaps: http://www.gridsagegames.com/blog/2015/04/living-dungeon/

I thought Cogmind would be something similar to Dwarf Fortress, where you have a living ecosystem instead going from level to level and never returning (btw. I never played DF, is too complex for me). Anyway I'm not dissapointed, just discovering 'a new game' :P

14
General Discussion / I cannot read the game
« on: May 02, 2017, 02:24:21 PM »
Hi,

I purchase Cogmind on April 1th, however I didn't had the time to play until now. My first impression is this game is made with a lot of love... god, how many effects, sprites...

Coming from Tales of Maj'eyal, I started to move around, picking pieces and attaching them, without understand too much. There is a lot of letters that I should read, but I will do slowly. I've killed few yellow robots that were attacking me. Ok.

Now the title of this post - I cannot 'read' the game

After playing 5-6 times I got a bit frustated because I'm doing everything the same, running around, using the best gear I can and killing robots that shot me, and going through levels. Finally I die. I'm sure there is a lot more than this, but I'm not able to 'read' it. Accidentally I read somewhere you can play stealth builds, but I don't see how to hide from the yellow robots. I purchased this game because the environment were evolving, with you, or without you. That sold me! However I'm not able to read it... how is it evolving? the green or yellow robots are just walking randomly, and you cannot go back to the levels you already escaped.

Maybe this small frustation is because I need to learn a lot - and I do not pretend you spoil me saying: hey this game will became a shoot'em'put in stage 15 and later a point and click adventure when you get the robotic belt, but it would be very welcome if you can tell me how should I "read" the game to enjoy its wonders. I don't want to believe is just going through levels until you die... I want to understand how the world evolves! And how should I learn!

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