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Topics - b_sen

Pages: [1]
1
Ideas / Informal Item Identification Tags
« on: June 15, 2018, 11:43:17 AM »
Some roguelikes with more complex identification minigames have both formal identification systems (where the game explicitly tells the player the name of the item after some work) and informal identification systems (where the game does not explicitly tell the player the item name for their work, but the player knows the name or at least under what circumstances to use the item).  These games can allow players to "tag" informally identified items with the player's suspected item name, or other very short notes such as "throw at enemy".  (Without telling them if they're wrong, of course!)

Cogmind by and large works very well with only formal identification, in that the identification tradeoffs are interesting and well-balanced.  (Do you want to risk that prototype being faulty?  Do you want to spend time and matter putting on that unknown item to restore your memory of what it is?  Do you want to spend time and inventory space taking either to a Scanalyzer?)  However, there are a few cases in which sufficiently experienced players will both already know what an item is without formally identifying it and run the risk of confusing it with another item unless they spend resources on a formal identification.


I understand why art isn't shown for unidentified items, and the costs of identifying do make sense in most cases, but in these instances it makes more sense to me that the Cogmind would be able to tag an item appearance with a short name and recognize that same appearance later, even though that appearance is not itself shown to the player.

I also understand if this would be difficult or impossible to implement, but I thought I'd bring it up. :)

2
This is something I noticed while using the new color channel application options on one of my mockups; I can create a new image for the transparent base layer background, but when I resize it to the usual mockup map size (necessary because the map is only 50 cells high) the base layer background turns black again.

3
The use case behind this request is part of my ongoing mockup series.  The "zone of control" visualization has to show two overlapping sets of transmission ranges (one for stationary structures in the Complex, and the other for robots), and the most natural way to make it clear which of them apply to any tile is to give each set its own background color channel.  Unfortunately, unless I've missed a feature, right now that means applying the combined background color manually with frequent reference to guide layers, rather than being able to use the oval tool directly.

4
To explain the extent of the spoilers: the premise of the hypothetical prequel is that you are MAIN.C through the history of the Complex.  Even though there's a lot of Cogmind lore I have yet to uncover, the nature of this premise requires a lot of spoilers.  I won't be tagging individual spoilers within this thread because there are just too many, so if you don't want to see the spoilers, please stick to spoiler-free viewing locations such as the Discord channel and REXPaint thread. :)

I've made enough of these mockups now to collect the series and associated notes in one place (as nudged by Kyzrati :P ), so here goes.

Things that would definitely be in the game, in order of creation and original versions (some of these may be updated later):

  Robot design system, as it appears in the very early game to a new player: (original post)



  Fighting the Sigix scouts in Complex 0b1: (original post)



  AI editor system, here showing a very simple AI: (original post)



  Scouts returning with Zhirov's location and displeasure at being found: (original post below, REXPaint sharing post)




Things that might be in the game, in order of creation and original versions:

  New Game creation screen, from Zhirov's perspective.  I debate including this because it breaks immersion and your starting location isn't necessarily that big of a deal when you can make anything out of matter, but even if it were included I would have to redesign it for having separate text and map fonts.  It is the piece that started the series, though... (original posts)




My plan for the series is to complete a "trailer keyframe set" showing off the major systems and why the gameplay is fun - much like the Cogmind trailer. :P  Remaining planned pieces, in no particular order:

  • Boot sequence
  • Research management system
  • Building on the map and the corresponding "zone of control" expansion
  • Part designer incorporating new technologies into parts
  • Custom grouping and renaming system, plus automatic grouping + naming configuration
  • Fighting Derelicts and taking their stuff to be researched (with the correct implication that you can also take Sigix stuff to research)
  • Title screen

I'm also stuck on the title screen because first I need a title. XD  I've realized that before I can settle on a title, I need to decide whether the player is allowed to ignore the Sigix and just build in peace, since that changes the design enough to change the space of reasonable names.  (For example, Hunt for the Ender Dragon would be an exceedingly poor name for Minecraft, because Minecraft allows players to totally ignore the Ender Dragon and still have lots of content to enjoy.)  Cogmind's lore leans pretty heavily towards ignoring the Sigix not being an option (unless Zhirov made a very big mess while cleaning up after being spotted by MAIN.C) - but mechanically, how exactly would the game stop players from ignoring the Sigix short of setting some arbitrary time at which the Sigix stop by anyway or the player eventually running out of planet to build with?  Thoughts on this subject are very much welcome!

5
Stories / A Surprise Victory! (first win)
« on: February 18, 2018, 11:30:05 PM »
(As with any win post, there will be some level of actual spoilers behind the spoiler tags, not just images only hidden to keep post size down.  In my case, these spoilers will also include inference from lore of areas I didn't visit on this run.  Please use your judgement for what you want to see.)

Before I can really tell the story of how I won, I should explain the context of why I wasn't trying to for most of the run.

Just over a couple of weeks ago, Kyzrati revealed on the Discord server that a real-life terminal command works on Cogmind's terminals as an easter egg.  Cue a flurry of players collaboratively attempting to find it, including me.  This meant I was optimizing for finding terminals as fast as possible in real-time, not winning or even surviving, so I made a new user profile to house the expected many ignominious deaths in doing so.  A quick override to LRC-V3's usual goals and a skip through the tutorial later, I was off to find that command!

-10:

Fairly standard starting off with legs combat, except that I lingered to find more terminals and would generally push for more command attempts until terminals locked up.  After all, a death was merely an inconvenient delay in finding more terminals.  But I didn't die, did learn that sometimes failed commands raise alert even without being fully traced, and went to the Mines to cool off.  A derelict log in the Mines also gave me all interactive machine locations for -9, so this paid off nicely.

-9:

A very similar approach, adding a third leg and utility slot.  Until I found an out-of-depth cache of flight units and sensor arrays!

Spoiler (click to show/hide)

This meant I was going to full stealth immediately, regardless of stealth being hard in the tight confines of Materials, especially since I'd already picked up a signal interpreter.  Not fighting meant spending more of my real time exploring.  I also took the fourth thruster and a second sensor array as backups.  The turn timer is also of note: over a third of the turns in this run were spent before finding this cache.

With the stealth build, I also stopped locking out terminals and began spending occasional terminal hacks on 0b10 commands that would speed up my rate of terminal-finding.  Plus I was no longer interested in branches, as they so rarely contain 0b10 terminals and I no longer needed the extra alert cooldown.

-8:

Stealth in Materials is indeed tricky, even with sensors and a signal interpreter.  I lost my first flight unit here.

-7:

The first exit I found was to the Lower Caves, so I continued onwards in search of a Factory exit... and got sucked into a chute trap.  The exit was in
Spoiler (click to show/hide)
so despite flying I lost another thruster along with some armor in there.

After leaving the Wastes, I turned on Tactical HUD for my sanity's sake, and promptly found another undesirable Lower Caves exit.  Then my trip through the new section of Factory lost me yet another thruster along with my first sensor array, and I still hadn't found more flight propulsion except for a VTOL Module.  I took a stop to repair my one remaining thruster, while sticking on whatever other propulsion I could find for coverage.  My only additional flight finds were a single Xenon Bombardment Thruster and a Weight Redistribution System.

-6:

I continued taking more propulsion than usual, since propulsion armor is very fast to reason about.  The floor was very uneventful, though I picked up a fresh backup set of sensors and a Nuclear Pulse Thruster for later.  Shortly thereafter I lost the VTOL Module.

-5:

Shortly after entering the floor I was sucked into a chute trap again, and feared the end...

Spoiler (click to show/hide)

My new army of 20 allies made a great distraction while I sought out terminals, to the point that I took no core damage at all over both iterations of the floor.

-4:

Most of my allies came with me here, where I was greeted by a full stockpile of 8 Field Propulsion Arrays!  Finding 16 slots worth of one's preferred propulsion is quite a feeling indeed.  While I didn't see a need to put on all of it, and indeed preferred to keep a fair amount of propulsion armor for safety and real-time decision-making speed, I did put on two (replacing all my earlier flight units) and take two spares with me.

Spoiler (click to show/hide)

Here my allies got increasingly spotted, and even killed a Hauler while attacking its guards.  Despite the explosives, by the time I got there to identify the drops there was still a Cld. Field Propulsion Drive left behind, which I took as an overloadable backup flight unit.  While I enjoyed watching my two Mechanics keep my ally army functional, I thought such an army would begin impeding my hunt for terminals in Research and left them behind to fight as they pleased.

-3:

The first terminal I found here finally got me the Easter egg:

Spoiler (click to show/hide)

So I lifted the goal override... and realized that I'd gotten to Research with a fully functional build for the first time.  The mix of propulsion armor had never really left my build, but this time I had all my slots full and could fly without an energy deficit, which neither of my previous forays to this depth had accomplished.

Comparison shot of my first entry to Research:

Spoiler (click to show/hide)

And my second:

Spoiler (click to show/hide)

Yeah, not so great.  Both of those perished to core stripping on -2.  But this one seemed to have a shot at seeing Access - heck, I hadn't even had any Programmers dispatched after me in the Factory - so I decided to put the save under my "normal" user profile and try for the win.  Which meant I started playing very slowly to think about my moves even when not running the game; getting this far took me less than a day in between doing various pieces of work and checking the Discord for updates on what commands didn't work, but finishing the floor took me over a week while I thought through options and asked for advice over on Discord (thanks for putting up with me, everyone).

Here I sliced up an Operator for hackware (which I hadn't really worried about earlier, since it's useless when a machine doesn't recognize the command you're giving it) repaired my trusty Chainsword, and then had Programmers dispatched nearly on top of me from all the time spent digging around with barely any map sense to avoid enemies.  While I failed to seal the Garrison they came from, I did manage to kite them neatly (unfortunately taking some fire from a Grunt squad) and fly along to a Research exit guarded by a Sentry.  Here my propulsion armor treads were very useful, since I could drop onto them and slam the Sentry off the exit.

-2:

I emerged into a quiet corner with two new utility slots, filled them up, and took a look around.  I found two Security Level 1 terminals, a rarity that high up, and used them to reduce alert until there were no threats on record.  I also found a repair station in a room, and while going to peek into another room found an exit!

I thought that an exit so close to my spawn location would lead to some Research branch and accordingly to a horrible death...

Spoiler (click to show/hide)

... but no, it went straight to Access, in a fit of incredible generosity from the Complex.  While I was excited to see Access for the first time, I wanted to make good use of the time I had unnoticed and with no imminent Programmer dispatch.  I tried and failed to repair the single flight array that was damaged in -3, but did find some propulsion armor upgrades and lured a Recycler (to kill for matter) with the beat-up old propulsion armor I dropped.  I also found a Lrn. Terrain Scanner, which I took with me in hopes of finding a matching processor to help me map out the maze that was sure to be Access.

-1:

Spoiler (click to show/hide)


Scoresheet:
Spoiler (click to show/hide)

Scoresheet review:

Spoiler (click to show/hide)


Lessons learned:
  • Research and Access are so maze-like that some way of revealing terrain without having to see it is very useful, either by hackware or by terrain scanners + processors.  It seems helpful to push for having at least one of those by the end of Factory, in much the same way that it's helpful to work towards the flight transition in Materials.
  • Spoiler (click to show/hide)
  • Spoiler (click to show/hide)
  • Spoiler (click to show/hide)


Thoughts:
  • I probably could have played more tightly overall: exactly when to use overloading, run shields, run transmission jammers, remembering to switch back to flight immediately after adding more propulsion armor or slamming robots, and the like.  In this case I played just barely well enough to win while being helped along by some luck.
  • Getting my first win and animated ending doesn't actually feel like an ending in terms of my relationship with the game.  I feel like I've just learned the basics and can now begin exploring the full depth and potential skill demands available.  There's so much more to discover!
  • Spoiler (click to show/hide)
  • Lore babbling:
    Spoiler (click to show/hide)

Okay, enough with the week of reflection and writing.  Now to go back to the run I put on hold while terminal-hunting... :D

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