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  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Grid Sage Games
  • Full UI Upscaling, Part 1: History and TheoryKyzrati
    A long time in coming, but here we go! This marks the beginning of what will be the most significant undertaking in Cogmind’s UI development history: making everything bigger. Not just the map, for which zooming was recently implemented as a toggleable option, but all the text as well. This will be fun since I do love me some interface work, as evidenced by the massive number of optional QoL features I’ve introduced over the years, but despite pouring many hours into accessibility and streamline
     

Full UI Upscaling, Part 1: History and Theory

Od: Kyzrati
2. Leden 2024 v 05:04

A long time in coming, but here we go! This marks the beginning of what will be the most significant undertaking in Cogmind’s UI development history: making everything bigger. Not just the map, for which zooming was recently implemented as a toggleable option, but all the text as well.

This will be fun since I do love me some interface work, as evidenced by the massive number of optional QoL features I’ve introduced over the years, but despite pouring many hours into accessibility and streamlined gameplay before, this particular feature took the longest to get to.

Back in Cogmind’s early years I gave strong consideration to implementing it then--put together some mockups, discussed options with the community, and so on, but the time wasn’t right. Back then I couldn’t nail down what would be the most extreme (but still acceptable) options. We didn’t yet know what reasonable limits to put on such a feature, as in what’s the absolute furthest it could go without compromising other parts of the game design. It had to wait.

Being the way a player interacts with all of a game’s content, UI is naturally central to the experience, thus one of the most fundamental aspects a game’s design needs to address is matching up that design with its corresponding system requirements, including the display device!

To take an extreme example, there are obviously different considerations when developing for mobile vs desktop, and the results of the different decisions made to optimize a design for the target platform is also why ports between various platforms don’t always come out the same, whether technically or in terms of feel.

Not surprisingly, starting in the 2010s there began a trend towards developing games in order to ultimately target as many different platforms as possible (desktop and consoles being the most common crossovers), and it was very interesting to see player reactions to this trend, especially PC players lamenting how games were changing to ensure they could accommodate consoles as well. A necessary evil if you want to maximize profits, I guess :P

Finding middle ground so that more people can enjoy a form of entertainment is in some ways also a noble goal, although this naturally waters down the experience at the same time. The more strict your requirements, the more you can make assumptions about the target player’s experience, and in turn optimize a design for what you know to be true. Basically if done right, the end result will be better, for that particular group of players.

And that’s the backdrop for how Cogmind came to be born in its original form over a decade ago, wanting to have a large enough terminal grid to be able to simultaneously show a huge amount of info at once--Cogmind’s terminal dimensions are easily the largest of any roguelike, and also better support very large and active maps--Cogmind has the largest maps of any subterranean roguelike, and also by far the most active maps, with lots of entities milling about doing their own thing, some more or less important than others, but all worth of being aware of for various reasons.

The scope could not be so ambitious without what I decided at the time: This design will lean really heavily into having a large screen to play on. “Large” meaning physically large, resolution being irrelevant since we’re talking about a traditional terminal here, all that info simply appearing bigger when the screen is bigger, the display always being divided into at least a 160×60 grid. (By comparison, the classics use 80×25, and some later roguelikes use something in between, so Cogmind has nearly five times as much display area as the original roguelikes, or several times what is found in some other later roguelikes.)

Fast forward more than 10 years, and a much greater portion of people now play games on laptops, not to mention a greater variety of players have begun discovering and becoming interested in Cogmind, so the demand for alternative interface options is clearly growing ever larger.

Even if not the original target audience, I always wanted to accommodate more people when possible, and although my intention was to wait until somewhere around 1.0 to experiment with the possibilities, it’s also becoming clear that there’s no idea when Cogmind 1.0 will actually happen :P

Fortunately at this point we also have a very clear idea of Cogmind’s development needs, how players interact with the game, and pretty much all the UI considerations and limitations that we’d need to take into account to design the “most extreme” alternative interface layouts that could still work.

So it’s time to do that.

UI Requirements

Cogmind’s original UI concept had two basic requirements: a sufficiently large map view area, and a persistently visible list of all parts.

cogmind_essential_UI_areas_highlighted2

Interface components we can’t really do without, even if some were to take a slightly different form. Basic stats reflecting current resources and status are also pretty important!

Parts List

Unlike pretty much every other roguelike in which the player has a mostly persistent set of equipment, Cogmind’s parts list involves items that are subject to frequent tweaking and toggling, or at least warrant much closer turn-by-turn observation due to damage and/or status changes. The list also includes up to 26 different slots at once, whereas other roguelikes generally have half that, at most.

As such, being able to see and interact with this list in its entirety at all times is quite important, so it was given its own area on the interface. That will always be there.

cogmind_parts_list_various_late_game_RIF

Sample parts list.

Map View

Seeing the map, where most of the action happens, is also kinda important, too. But how much of it do we want to see at once? How large does this view need to be?

Cogmind was not designed to require widescreen support. In fact, the UI layout we have was originally built to fit snugly in 4:3 aspect ratio, only expanding horizontally to fill more space as available.

Therefore although it can be expanded to show more area, under that layout the minimum map view area allowed was set to 50×50 (in terminal dimensions this is actually 100×50, because map cells are square rather than rectangular, each occupying two terminal cells).

The number 50 is incredibly central to Cogmind’s design, because almost no weapons or active intel should have a range that can exceed the area a player can see by default. Cogmind being a game focused on ranged combat, repeatedly getting attacked from out of view would not be great, nor is having data on enemies roaming around you in multiple directions, known but out of view. These and other drawbacks of a small view area don’t make for an optimal play experience.

Assuming map view dimensions of 50×50, placing Cogmind at the center means the player can see out to a distance of approximately 25 or more in any direction. So ranges should for the most part be kept within that value.

Another reason to have a decently large map view in the first place is, again, the sheer size of maps to explore, and the potentially high level of local activity out there. A view area as large as 50×50 can still only see a mere 1/16th of the area comprising primary maps--more for some smaller maps, and even less for larger ones.

cogmind_sample_default_map_view_area_vs_full_map_size

Demonstrating a 50×50 area visible around Cogmind as seen while exploring a map (export provided by Mojo).

Like some roguelike classics, in TGGW it’s quite nice that you can see the entire map at once without any scrolling whatsoever, though it was clearly designed for such from the outset, with correspondingly short attack and sight ranges, and a smaller amount of concentrated content per floor, making each floor experience short and sweet.

TGGW_screenshot_04

Sample screenshot from The Ground Gives Way, with a mostly-explored map floor showing its layout.

Cogmind needs space for the scope it aims to fill, and a UI to match that, or at least facilitate exploring it instead of having to scroll a million times to form a mental picture, or constantly checking different directions to be aware of potentially impactful developments out there.

Basically from a gameplay standpoint roguelikes are best built with an optimal interface designed with optimal play in mind.

But now let’s switch gears and see what we can do in terms of making everything larger by breaking that design while attempting to mitigate the downsides :D

Alternative UI Layouts, an Evolution

Back in late November over on Patreon (and made available to everyone a little later) I put together a diagram and basic explanation for a hypothetical route Cogmind’s interface could take on the way to something that would expand the potential number of players for which it’s suitable.

Here I’ll be diving into that diagram again to give a more organized summary with some extra details.

Cogmind UI Layout Phases

General overview of potential semi-modal and modal UI layouts for Cogmind. See below for explanation.

Phase 1

The first phase is Cogmind’s current UI layout since mid-2013 when I started the commercial version (the 7DRL version was slightly different, always using 4:3). I’m using 76×50 for the map dimensions since that is the default map view width for 1080p users, which comprise the majority of players. As you can see, both the base sight range and good sensor/attack ranges are safely within the map view (these images are all drawn to scale!).

Phase 2

Before I started considering an immediate move to an across-the-board increase in cell size, I experimented with just zooming the map. Early experiments were promising enough to convince me to just do it--plow through the implementation and see what it feels like in practice (I wrote a series on that).

Cogmind map zooming (WIP)

Quick map zoom recording taken while implementing the related animation work.

One argument for prioritizing map zoom over figuring out how to enlarge the rest of the UI (if even possible) could be that such an approach might just be satisfactory for some players who say they’d prefer “a larger interface.”

Most play time is spent looking at the map, after all, and although this would not impact text in the rest of the interface, humans are better at recognizing familiar letters at smaller sizes than, say, game-specific monochrome sprites on a map. While Cogmind’s tiles were designed to be fairly recognizable via general shape, that’s still not comparable to our existing familiarity with letters (on that note, this is also why Cogmind ASCII mode can be more easily enjoyed on smaller screens than tiles).

That said, for everyone else who still can’t handle the smaller text, a zoomable map would only serve to further highlight the disparity between tile size and text size. Not only that, but as you can see from the Phase 2 diagram above, playing with the map zoomed pushes even base attack/sight/intel ranges somewhat out of view, much less enhanced the ranges. We’re going to need some powerful QoL features to make that playable in a serious capacity! (Update 240211: Some time after finishing this article I put together another piece detailing all that, with numerous demos.)

In that light, I decided it wouldn’t be a great idea to release just a Phase 2 UI with map zooming. I think for a lot of people it would feel more like a band-aid than a complete solution, and the latter is what I’d rather provide, especially as this will define a portion of peoples’ first impressions of a “new and improved” UI.

Phase 3

Phases 1 and 2 combined are basically the same old Cogmind interface, just with the ability to zoom the map (and supporting QoL features in that case). Phase 3 is a significant departure from the norm and requires a lot more work to realize.

The differences start at the lowest level, converting what has always been a 60-row terminal console to one that only requires 45 rows. This allows for an up to 33% increase in font size from what everyone is using now. For example if you have a 1080p resolution, 60 rows translates to a font size of 18 (=1080/60), where 45 rows would instead translate to a font size of 24 (=1080/45). So anyone currently using a size 18 font would see their maximum increased to 24, a 33% boost.

cogmind_resolutions_and_font_sizes_2024

A summary of the most common resolutions and the corresponding font size increase enabled by a 45-row layout (among a few even lesser-used resolutions than these top four, the increase might instead be closer to 20%). It’s interesting to compare this chart data to a similar one I made back in 2014 in an article about fonts, when the most popular resolution 1080p stood at a much lower 33%, and 768p was ranked a much closer 25%. 1440p/2160p were barely footnotes by comparison and there was a somewhat wider spread of resolutions in use.

The increase in font size results in a 44% reduction in total space to display info, and a 54% decrease in visible map area, which is a lot, but the latter is at least less severe than that caused by Phase 2 map zooming, which drops visible map area by 75%! The main difference is that Phase 2 zooming can be toggled in real time, whereas this info loss to accommodate a 45-row architecture by default is not capable of seeing full ranges as originally designed.

That said, as long as the QoL features built around map zooming work out well enough, they can also be of help in the Phase 3 UI, which technically already handles most ranges fairly well, and keeps the base sight range fully within its boundaries.

cogmind_interface_phases_potential_layout_evolution_phase_3

Overall I believe if given a choice between using a Phase 1/2 interface or Phase 3, the latter is probably a preferable default (except for among a good portion of current/frequent players who are quite used to having easy and efficient access to all the info provided by the regular interface).

And once players are using this Phase 3 layout, map zooming will likely become less useful overall (docked before it’s even been introduced xD). For one it would shrink the map view even more ridiculously, while turning size 24 tiles in our 1080p example above into 48px tiles, which is kinda huge :P

cogmind_semimodal_ui_layout_1080p_map_zoom_sample

Combining map zooming with a 45-row interface is… yeah. (sample assuming 1080p resolution, open for actual size, which is even larger than it appears here)

That’s probably overkill for most needs, though I can see zooming occasionally coming in handy for some people who still prefer the regular UI layout. In any case we’ll have stats on preferences in the future, and it’ll be very interesting to see how usage of various modes, and map zooming, plays out. (I can say that so far among the patrons who have access to test builds with zooming/Phase 2 enabled, almost no one is making serious use of the feature, but that’s not saying a whole lot because they were frequent players used to the playing without zooming to begin with.)

One welcome side effect of the font size increase is that 1080p players, who as noted form the majority, will be using size 24, which is a 2x upscale of the base tile size, in other words the original size for which the tile designs were optimized! Both myself and Kacper (the tileset artist who created most of them) are very happy about this :) (2160p players will also have access to such a multiple as one of their options)

So the next job in this process is to figure out how to squeeze Cogmind’s normal 60-row interface into only 45. Say goodbye to 15 rows from… somewhere :P

This will require a fair number of window and content adjustments, but it’s doable, with the biggest change being a semi-modal inventory. I’ll cover that part of the design in my next article, along with mockups and a more detailed look at just what we need to change.

One potential drawback of our map view returning to its original “pre-widescreen” width of 50 is that it goes against the flow of Cogmind’s on-map QoL design work. Because pretty much everyone has a horizontal rectangular map view wider than the area originally required by design, over the years we’ve benefited from some new interface elements that appear directly over the sides and/or corners of the map--alert messages, full combat log, special mode UIs, audio log, achievement popups… These will now be closer to Cogmind and potentially crowd the view under some circumstances, so we’ll have to see how they fare and whether some kinds of new adjustments are required.

Anyway, after being pleasantly surprised by the map zooming feature of Phase 2, I look forward to seeing how Phase 3 turns out :D

cogmind_450p_mockup_zoomed

Funny enough, with a new 45-row minimum terminal height Cogmind could be played using the size 10 font in a window as small as 450p! (mockup shown here with zoomed map, open for “full size”… okay the crisp version) The original minimum was 600p.

Phase 4

Phase 3 is definitely being worked on now, with plans to release it in early 2024. There is no timeline for Phase 4, and whether or not it could even happen depends on the outcome of Phase 3, but purely in theoretical terms it seems like a natural progression from Phase 3 that isn’t completely out of the question.

cogmind_interface_phases_potential_layout_evolution_phase_4

In the interest of reclaiming more of our map view, I like the concept of making the top-side windows modal as well, and see it as a reasonable possibility, if requiring yet more compromises to convenience and gameplay efficiency.

At the same time, doing this would have some nice advantages over Phase 3, like almost fully restoring our original 50×50 map view, and also alleviating some of aforementioned corner/side pressure caused by other on-map UI elements.

This is the first in a multi-part series about building Cogmind’s fully upscaled semi-modal interface layout:

  • ✇Grid Sage Games
  • Year 10 of the CogmindKyzrati
    Well then, we’re well into Cogmind’s 10th year now xD It’s kinda hard to nail down a clear “ten-year” mark, since we could measure Cogmind’s age from its birth as a 7DRL nearly 12 years ago, or when I started working on it full time in mid-2013, or its first commercial release in May 2015, but anyway yeah this is my 10th annual review, a thing I started doing every year since I decided to build this world of robots in full. In previous years I’ve opened the review with a collage of dev images of
     

Year 10 of the Cogmind

Od: Kyzrati
22. Prosinec 2023 v 09:03

Well then, we’re well into Cogmind’s 10th year now xD

It’s kinda hard to nail down a clear “ten-year” mark, since we could measure Cogmind’s age from its birth as a 7DRL nearly 12 years ago, or when I started working on it full time in mid-2013, or its first commercial release in May 2015, but anyway yeah this is my 10th annual review, a thing I started doing every year since I decided to build this world of robots in full.

In previous years I’ve opened the review with a collage of dev images of varying themes and content, but approaching the end of this year we have one major theme that stands out, and that I’ll be writing more about below, so let’s hear it for the interface mockups!

cogmind_semimodal_UI_layout_mockups

Mockups put together in REXPaint some weeks ago during a dev stream in preparation for Cogmind’s new UI layout (open for full size).

Development Time

As of the latest tally I’ve reached a total of 16,785 hours of work in these 10 years. Numbers go up.

One of the things I’ve been focusing on a bit more in recent years is a revival of the greater game:non-game work ratio that Cogmind enjoyed in its early years when I was less interested in promoting it and more interesting in just building cool stuff.

Sure even now I still spend lots of time engaged directly with the active player community (which has other benefits for development like feedback!), though definitely less so outside that, as evidenced in part by the lower blog activity until very recently :P

This trend held in 2023, in fact marking the first time I’ve spent more than twice as much time on building Cogmind rather than doing other supporting work since the pre-alpha days!

cogmind_graph_annual_work_game_community_ratio_2014-2023

The ratio of direct work on Cogmind vs optional supporting work, mostly community-facing stuff. (2013 excluded because that year I did very little outward-facing work aside from quick blog posts and little progress updates on various forums, so 2013 would significantly skew the graph as an outlier.)

The dip below 1.0 for more than a year was the Steam release, a hectic time demanding that lots of effort be redirected to promotional needs and fielding customer support and such.

As for 2023 though, the extra focus on Cogmind itself can also be reflected in another graph with a similar path…

cogmind_graph_annual_item_count_increase_2016-2023

Net number of new items added to Cogmind each year. (<2016 excluded as outliers and mostly pre-alpha content being created to seed the first version)

I’ve included 2024 in that graph because the work on all those items was already completed on this year’s dev time, but have yet to be released, and as you can see it’s quite a cache. The final 2024 number by the end of next year will also be higher, almost certainly breaking the record.

Now obviously items are not everything--building the game involves other elements, plus raw item numbers can’t tell a full picture since some are very easy to add while others are quite involved, but Cogmind is an extremely item-centric game, plus they’re easy to quantify :P. This new batch of items in particular is composed of quite a few belonging to the mechanics-heavy very interesting category, so in that regard this spike is quite meaningful. Shown another way:

cogmind_graph_annual_item_count_2015-2023

Net total item count in Cogmind, 2015-2023 and beyond. The first three years there are Alpha, followed by Beta.

I’d share another of those cool item art collages, but I’ve already done that several times this year--scroll down SITREP #51 Another Big Bang to see one.

So overall I think this has been a pretty good use of time, and admit I’ve also also been increasingly motivated (and freed up) by Patreon support to keep focus on development itself, so that’s been quite a boon!

On the flip side, 2023 has also brought significant headwinds that somewhat reduced the total time I could devote to development in the first place (another reason to prioritize game work!). Basically lots of health issues, ugh, among them a repeat of what seriously incapacitated me back in 2017 (albeit from a different source--got randomly attacked by a bird wtf xD). That’s also why I had to cut most of my streaming this year, only doing 7 streams in the last 8 months (25 total streams in 2023 vs 40 last year), but anyway forcing me away from streaming also freed up time for development, so there’s a positive in there somewhere :)

Regardless, development has been accelerating rapidly into the latter months of 2023 and I’m excited to share what’s coming down the pipe, but first there’s more recapping to do…

Releases

A year ago as the end of 2022 approached I decided to pour a couple weeks into building a cool special event, producing Polymind.

cogmind_beta11.2_polymind_logo

“This holiday season you are NOT the Cogmind”

Aside: My annual reviews each year cover a Dec~Nov period, and usually come out in the first days of December--this year’s is late since I was too deep in the coding mines at the time. So Polymind is technically part of Year 10.

It’s a pretty cool mode (still available) that turned out well, I wrote a post-mortem about it, and the effort behind Polymind is already serving as the basis of at least one new official mechanic, after it was proven feasible from a technical standpoint :D

This year’s primary release was Beta 12, featuring revamped Garrisons, a major new faction mechanic, and the generative Scrap Engine build crafter.

cogmind_beta12_encrypted_comms_logo

All your base are belong to us.

The release turned out nicely, but is… definitely not what I originally planned to happen. What was released as Beta 12 was actually supposed to be part of a larger release, but itself grew so large in scope that it took a while to complete and had to be split off and released alone. Funny enough that was a mere precursor to what is continuing to happen to the other content it was to be a part of (now Beta 13, but soon to be more than that xD). More on that later.

Community

The player community continues as strong as ever, with new blood (oil?) joining all the time and friendly veterans teaching the ropes, guiding folks to their first win and beyond. Great to see and be a part of.

The latest prereleases have been experimenting with a unique form of optional Discord integration, which has been good for additional discussion and extra reference material. I wrote about that implementation earlier this year.

Cog-minder and its wiki and tools continue to grow. The original wiki I set up many years ago has been taken out of action by the host’s poor server maintenance--it still exists but recently became inaccessible to most browsers. It had already been partially gutted (the imported stat data) by an impossible MediaWiki upgrade path, so I was going to replace it with something else eventually. In the meantime it’s now a temporary landing page that redirects visitors to Cog-minder.

I’ve added functionality to support another of aoemica’s awesome projects, a combat log analyzer that produces pretty graphs and summaries based on the full export data from Cogmind’s newly-detailed combat log.

aoemica_cogminder_combat_log_analyzer_WIP_231222

aoemica’s combat analyzer! Before the next full release I’ll make further adjustments to Cogmind to further improve the potential accuracy and usefulness of this tool.

Normally I use the annual review to put out a call for some Cogmind votes over on IndieDB in their annual Top 100 list, but being too busy this year and not really wanting to bother with it anyway, just dropped a couple links on the Discord back then--apparently that was enough because Cogmind made the list for the 9th year in a row xD

Far more important is Patreon support, which really keeps things humming along. I greatly appreciate it! It’s especially helpful in this relative lull in outside interest until I get the new UI in order.

veradux_cogtree_2023

A 2023 “cogtree” by veradux, adorned with Runia’s excellent 3D-printed models :D

2024

This is where things get interesting, because 2024 is going to dwarf 2023, easily becoming Cogmind’s biggest year yet. We’re getting map zooming (already built), a new UI layout with larger font sizes for everyone (in the early stages of implementation), and of course the UFD expansion (a sizeable chunk of which is already built as well), plus most likely additional very significant things but I don’t want to speak too soon lest the birds come after me.

nervously glances out the window

Late this year I paused the expansion to prioritize major new UI features, including map zooming after figuring out how to make it compatible with the engine and game in general, as described earlier in this series. Its time has come.

Just this week I streamed the first playtest of that feature, and was pleasantly surprised. With help from new QoL features it was quite playable, even while zoomed in most of the time.

I tried it out with both pure mouse and pure keyboard input. Note that it was streamed as regular play rather than focusing on demonstrating all the relevant features in a short time, so the video is not a good source for a quick summary, but if you want to see it in action that’s one current option, and I did eventually have natural opportunities to test all the features and talk about them.

For better reference I’ll be finishing off that article series with a writeup on the QoL I built to support map zooming (there’s a lot :D).

cogmind_map_zoom_comparison_demo (scene from my test stream)

A snapshot from the stream I modified for use as a cover image to demonstrate the difference from zooming (open for full size).

Following that I’ll be documenting the process of an even bigger new interface project. Yep, even bigger than zooming.

Last month I wrote a little preview about this here, if you’re interested in the details and related numbers, but the gist can be garnered from the scale diagram I compiled:

cogmind_interface_phases_potential_layout_evolution

General overview of potential Semi-modal and Modal UI layouts for Cogmind.

This is what the mockups were created for, allowing Cogmind to be played in a 45-row terminal instead of the current 60, meaning a font size increase of up to 33% depending on resolution. (Although I streamed the mockup work, it wasn’t archived on YouTube since it was a pure laid back impromptu dev stream and we were listening to music.)

There were very significant design and architectural challenges to making this a reality, but having already surmounted them and built the foundations to make it possible, it’s now safe to say this can be a thing, and what I’ll be working on next. Phases 1 and 2 are complete (2 has yet to be released outside patron test builds), and 3 is under construction.

In the coming weeks the blog will start seeing articles about these Phase 3 developments.

That brings us to the 2024 release schedule… As usual I can’t give dates, but what I’d like to do here is give a general idea of what each future release contains, especially since it varies from what was originally projected.

As mentioned there was just going to be Beta 12 and that was Scraptown and friends. Well, “friends” got way too big so I thought I’d split it up into 12 and 13. Then while working on 13, “friends” got even bigger, one map becoming three maps and expanding to include a huge range of mechanics, a major faction, more large-scale events, and a new ending. With the new emphasis on inserting UI enhancements into the process, more splits are in order :P

Below is what I’m thinking for a tentative summary of the coming Beta releases, including what they might be called:

  • Beta 13 “Zoom All The Things”: Subcaves, map zooming, upscaled/modal UI layouts
  • Beta 14 “United Federation of Derelicts”: Scraptown/UFD
  • Beta 15 “0bPrime”: New late-game map and ending (mysterious)
  • Beta 16 “Unchained”: Unchained! (you die here, so maybe we don’t need more betas? ;)
  • Beta 17 “Hexidium”: New map for only the bravest minds

Take this list with a pinch of salt, because as you can see plans do change when I decide to add yet more Stuff, but anyway delays only mean simply that--more content and features, so the timing is not super important in that regard. However I do want to try releasing a little more frequently than in past years with these ever more massive updates, so somewhat smaller cuts would be nice where feasible.

Notice I don’t have Phase 4’s modal UI in there anywhere yet, either--it’s too early to say much about that one since it depends on how Phase 3 fares.

I very much look forward to bringing you some awesome releases in 2024!

cogmind_photo_recycler_eating_source_code

Unless a Recycler eats the code.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • New IRC channel / networkJulius
    Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. The easiest way to acces
     

New IRC channel / network

Not too much happening here on our blog, but in light of the recent changes in freenode ownership we decided to host our own IRC server. 

You can access the #general channel on irc.freegamedev.net (SSL only, port 6697). For now it still bridges back to the old #freegamer on freenode. 

Other already available channels are: #opengameart, #libregamewiki, #libregamenight, #supertuxkart, #hedgewars, #flarerpg and some others. Feel free to add your own and we can also bridge it. 

The easiest way to access it is via our very nice webchat at https://freegamedev.net/irc/ (even supports channel history, so just pass by from time to time). 

For the XMPP users there is als a gateway to all channels, for example just use #[email protected] as the MUC address. 

See you on IRC :)

This post was retrieved from freegamer.blogspot.com.

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