Grid Sage Forums

Grid Sage Forums

  • April 25, 2024, 01:30:30 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Author Topic: SITREP Saturday #42: 5A-N7A Report  (Read 2604 times)

Kyzrati

  • Administrator
  • True Cogmind
  • *****
  • Posts: 4308
    • View Profile
    • Cogmind
SITREP Saturday #42: 5A-N7A Report
« on: December 28, 2018, 04:23:46 PM »

Hope you're all enjoying the latest special release! The timed event has been in progress for 9 days now, but there are still 4 more to go. Since the original announcement was cryptic to avoid spoiling it, today I thought I'd cover a bit of what's included.

The original plans for this mode were somewhat different, as I started imagining elaborate possibilities via scripting and new NPCs with dialogue and whatnot. But I didn't want it to siphon off too much time from Beta 8 development, so scaled it all back to something much more manageable--a bunch of new themed items in the starting area. In the end it took just a day and a half to set up Holiday Mode and add 17 new parts, some with completely new mechanics. (There was also a little visit by an NPC on 12/24, which some players apparently noticed ;))

When you wake, the Scrapyard is filled with Presents.



These essentially work like Scrap found in the caves, in that you can step on them to search through (open!) them and see what's inside.



Here's a list of possible unique presents that appear in various combinations on different days, along with their description:
  • Vacation Slip ~~ Everyone needs some time off occasionally.
  • Tree Searcher ~~ Ah, that feeling when you find the perfect tree... then hack it down.
  • Elven Gift Factory ~~ Unlimited surprises await your enemies.
  • Gaudy Lights ~~ They can't hit what blinds them!
  • 5A-N7A's Little Helpers ~~ Very helpful for you. Not so much for everyone else.
  • 5A-N7A's Bag of Holding ~~ Don't worry, everything gets bigger again when you take it out.
  • 5A-N7A's Eye ~~ Spot all those naughty bots from afar.
  • 5A-N7A's GPS ~~ 5A-N7A was using GPS before there was GPS.
  • 5A-N7A's Snowblower ~~ Ho ho ho!
  • RD-1PH's Nose Cone ~~ Being nosy is half the battle.
  • Winter Coat ~~ Warm and fuzzy. But more importantly, immune to all those pesky programmers who are most definitely not on vacation even though they should be.
  • Striped Cane ~~ Peppermint is good for making friends. Or with a huge amount you can also pound bots into scrap.
  • Black Coal ~~ Drop this to the ground and run. Don't look back. You have 10 turns to escape the blast radius (8). So naughty.
  • Propulsion/Utility/Weapon Slot Expander ~~ Yeah you'll get more slots later, but early presents are good presents.
There are other cool presents as well, but they're not unique to the holiday build so aren't listed above.

Various gifts in action...














I've arranged it so that during these final four days all the unique event-only items from the previous will also appear again at some point, in case you missed any.

That said, there is also one item which has not yet appeared on any day! It's also probably one of the greatest. This item will appear on both 12/31 and 1/1, to welcome the new year the only way we know how ;)

Although score data from the event is not being included in the leaderboards, since the lore and achievements you collect during the event do contribute to your player history, Holiday Mode can give you a leg up (or offer new strategies) going after some of the really hard achievements, or exploring more challenging areas of the world. So it's a good opportunity for that, in case you're not using it like this already :P

As stated before you can technically access this event later once Beta 8 is released by rolling back to a previous branch, but if the intent is to contribute to your player data you probably wouldn't want to that too far into the future since it could erase other gains you might've made. (On the other hand if the intent is pure fun then yeah, it'll always be accessible for that :D)

Earlier I mentioned the speed with which this release was put together, and there were some funny side effects of the haste... As a special event on a separate branch of the game without a need to future proof the work, adding content was much faster, but also meant that I wouldn't bother to extensively test all the potential related effects. Quality control was limited to testing individual items to make sure they at least performed as advertised.

Well, the game picked up on the ELF being a variety of Saboteur and began dispatching ELFs along with assaults instead of the usual Imps, which is kinda funny but appropriate (as appropriate as being attacked by an ELF during the holidays can be, anyway :P). Vacation Slips allow you to step outside the normal flow of time, but by doing that it turns out there's no energy generation or heat dissipation and you have to manage as best you can like that for 50 "turns" (they're still good, and at least it's interesting trying to take advantage of them with certain builds!)

These are the only two issues I know about, and are the kinds of things that normally would've been caught within a day of public testing, but I wanted to surprise even testers with this build, too :)

Channel Cogmind

This week I streamed Holiday Mode, and my normal stream time happened to fall on December 25th so we got to use a somewhat larger selection of Fun Stuff. I focused on the Elven Gift Factory, essentially creating a hovering "Christmas Trapper Build."



The end part is spoilery since the run headed into part of the extended game, but there's no spoilers elsewhere, mostly just fun and games :)

Actually, the stream even started out with some fooling around in the Scrapyard. You don't normally get such powerful scanning gear in the starting area, so it was interesting to watch the tunnelers at work, then lay a bunch of traps for our uninvited guests...



I'll be doing another Holiday Mode stream next week at the usual time, this one with a dedicated "RPDS build" :)

Last week the Gunslinger run came to its epic conclusion. The final day was super spoilery, but it was by far my highest scoring run ever (115k!). Many robots were harmed in the making of that video.



It was so epic I ended up doing a full writeup anyway (with images).

In People Who Aren't Me Streaming Cogmind, check out this great clip from one of MTF's runs xD. So perfect.

And in the last SITREP I mentioned Gold Plated Games' first playthrough of Cogmind. Audish does an annual review series of various roguelikes called "Roguemas," and he selected Cogmind to try among this year's batch, so it was cool to finally be a part of that. His review is here.

While on the subject of reviews, I should mention that POYLBOT-7, the free Cogmind-like I released earlier this year, made a Best Free Games of 2018 list on PC Gamer, so that was pretty cool :D



Road to Beta 8

There's not as much progress to show now, since I'm working on the main plot of Beta 8 (i.e., spoilers :P), though here are a couple things...

I needed to debug a new mapgen feature, and that required having a visual way to quickly tell one cave from another as far as the generator was concerned (for some special cases where logically separate caves might be directly attached to one another), so I added that in real quick.



I've never done a visualization like this but always wanted to after seeing so many other devs produce pretty color-based ID systems. Doing this is pretty easy: Just use HSV coloring and start with a low hue, then increase the hue for each subsequent object by some static amount for each one. Knowing the number of objects in advance also makes it possible to prevent colors from overlapping, since the hue interval can be set based on that known.

For something else I was working on recently I had to look into historical bug reporting figures, and came up with some stats:



There's the Top 10 earners of "bug points," based on some macros run on changelog data. Since the first release in 2015 there have been 460 total reports (including duplicates and simple things like typos, but also of course some major stuff as well) submitted by 118 unique players. These figures exclude the outstanding issues to resolve for Beta 8, which aren't in the changelog yet but I'll be getting to them all at the end of this dev cycle, as usual. Thanks everyone for helping making Cogmind be the best it can be!

The next SITREP will be on 1/12, when I hope to bring to you... I don't know what since I'm working on secret stuff in the meantime, but I guess I'll have to just do some non-secret stuff so I have at least something to show :P

A note about SITREPs: These are regular progress updates where I often share features coming to the next release, but aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 6 and Beta 7.

There may be other relevant discussion of this SITREP on Steam or r/Cogmind, but feel free to post replies here, too :)
Logged
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon