Not 7UP
by Kyzrati on 14.4.12 , under
I made a simple sprite set for fix11, which will be out this weekend. The default 12x12 font is rather small to fit sufficiently detailed sprites, but I wanted them in there as an example for potential modders/spriters who want to make their own. (Already one spriter has expressed interest in making a set for Cogmind--if that set comes to fruition, I'll put it in the files section.)
Aside from making the game more accessible to those who can't wrap their head around an ASCII map, sprites do have one other advantage: Items are colored by rating rather than type (since types are distinguishable from different images), making comparison a bit quicker.
Here you can see some of the sprites in action:
EDIT: Fix11 was released on 4/14, followed by an even better fix12 on 4/21. The latest release can always be found on the files page (sprites are included). The announcements only went to Bay 12 where many of the players are (11 and 12), though the final release will be announced here on the blog.
Aside from making the game more accessible to those who can't wrap their head around an ASCII map, sprites do have one other advantage: Items are colored by rating rather than type (since types are distinguishable from different images), making comparison a bit quicker.
Here you can see some of the sprites in action:
EDIT: Fix11 was released on 4/14, followed by an even better fix12 on 4/21. The latest release can always be found on the files page (sprites are included). The announcements only went to Bay 12 where many of the players are (11 and 12), though the final release will be announced here on the blog.
Fix11: Final Candidate
by Kyzrati on 11.4.12 , under
Apparently a lot of people are enjoying Cogmind, but it would take a lot more time to make it much better than it already is, so I'll be pausing development soon to resume heavy work on X@COM. I may come back to it at some point, but no promises yet.
The upcoming fix11 is a final release candidate; that is, it will probably be the last version to include new features for testing before "Cogmind 7DRL final" is eventually released.
So tell me what you'd like to see in the final version of the game. The changelog for fix11 currently looks like this:
Only easily-implemented suggestions similar to those made in previous fixes will be entertained--any wild/fanciful/complex mods will be added to my design notes, so feel free to offer those as well, but please don't expect to see them in the 7DRL version.
I'm considering enabling "basic" tileset support (separate glyphs for map objects--not full-color solid sprites), but I would need confirmation that someone with the experience and skill is 100% going to do it before committing the necessary time, since it would require some nontrivial code changes to implement under the current system.
Fix11 comes with a simple modding guide for those who want to play with the game (as opposed to play the game :).
Fix11 also comes with a lot more font sizes, so you can let Cogmind spread across your entire screen--I know one dude is playing on his TV, so this should help him, along with anyone else who prefers fullscreen mode. The more stylish fonts also look cooler and are more readable at larger sizes.
Check out one of the huge fonts on my screen (definitely click on this to see it in all its massive glory):
The upcoming fix11 is a final release candidate; that is, it will probably be the last version to include new features for testing before "Cogmind 7DRL final" is eventually released.
So tell me what you'd like to see in the final version of the game. The changelog for fix11 currently looks like this:
- MOD: Single-space map shifting no longer allowed via vi-keys (overlapped with part detachment--use Shift mod to jump instead)
- MOD: Suicide/restart moved to Alt-F10 (to avoid accidents)
- NEW: Large fonts/resolution (see README)
- NEW: Autopathing (F4) (left-clicking anywhere on the map travels there)
- NEW: Reswapping (Shift-Alt-r) (reverses the last swap action)
- NEW: Undo drop (Shift-Alt-d)
- NEW: HUD flashes heat line as overheating becomes more serious
- NEW: More stats stored in record sheet (favorite parts, kill streaks, play time, max inventory)
- NEW: Toggle to force cursor centering on move (Ctrl-F4) (always centers cursor on Cogmind during movement to ensure the scan window shows the item at his current position--has no effect while cursor is hidden, in which case the scan window always works this way by default)
Only easily-implemented suggestions similar to those made in previous fixes will be entertained--any wild/fanciful/complex mods will be added to my design notes, so feel free to offer those as well, but please don't expect to see them in the 7DRL version.
I'm considering enabling "basic" tileset support (separate glyphs for map objects--not full-color solid sprites), but I would need confirmation that someone with the experience and skill is 100% going to do it before committing the necessary time, since it would require some nontrivial code changes to implement under the current system.
Fix11 comes with a simple modding guide for those who want to play with the game (as opposed to play the game :).
Fix11 also comes with a lot more font sizes, so you can let Cogmind spread across your entire screen--I know one dude is playing on his TV, so this should help him, along with anyone else who prefers fullscreen mode. The more stylish fonts also look cooler and are more readable at larger sizes.
Check out one of the huge fonts on my screen (definitely click on this to see it in all its massive glory):
Cogmind Tournament Results
by Kyzrati on 10.4.12 , under
The first official Cogmind tournament came to an end on April 8th, 2012. Scores were accepted from any fix version (through the latest fix10), and a total of 16 Cogminds participated.
Seeing as how there have been more than 1,000 downloads in the couple weeks since launch (no doubt with some overlap due to all the version releases), a lot more of you have been playing, so it's too bad we didn't get a few more record sheets. I'm sure a good many Cogminds are still shy since the game is admittedly rather difficult, but with only 10 levels, making it an easier game would have detracted somewhat from its replayability. (About me: I hail from the heyday of true video games, which were hard as hell and actually presented a real challenge rather than simply being a form of entertainment.) And as Aoi has proven, it's not impossible to escape the Overmind's subterranean city!
Enough introduction, on to the scores...
You can see how each player did by checking out their specific record sheet below (Note: Columns are sortable by clicking on headers).
TOP 10:
Congratulations to all the winners!
Euchre Jack took a surprising number of the achievements, and scelly9 managed to take both Rambo and Ninja with his huge number of weapon slots in the early game. It would've been easy for someone to knowingly take a given achievement through very intentional play, but no one knew about the list beforehand but me. Ties were broken in favor of whoever submitted first.
Orb - Honorary first Cogmind to reach Research
Dariush - A lot of the early fixes were updated based on suggestions by Dariush; also thanks to gimlet, AlStar, Micha, and others on Bay 12 for all the other ideas that helped make Cogmind even better!
For the curious, I've uploaded my own record here (score: 12147). I haven't had much time to play myself, since I've spent most of my free time coding the fixes, and that one game took me a week to finish! I didn't do much point farming, and by the end I had to start sprinting just to end my game in time--definitely a bad idea if you're not built for it... Got trapped and shot to pieces:
Yes, that's 2 Behemoths, 5 Programmers, and 3 Sentries; who knows what else was around the corner :)
Even though the tournament is over, keep sending in your scores and I'll add them to the high scores page, which will be updated indefinitely. (Future score charts will carry version numbers if/when changes begin to affect fairness/gameplay.) I will probably hold another tournament in the future, the frequency depending mostly on if/how much more development goes into Cogmind.
Fix11 is mostly done, and will be available soon.
Seeing as how there have been more than 1,000 downloads in the couple weeks since launch (no doubt with some overlap due to all the version releases), a lot more of you have been playing, so it's too bad we didn't get a few more record sheets. I'm sure a good many Cogminds are still shy since the game is admittedly rather difficult, but with only 10 levels, making it an easier game would have detracted somewhat from its replayability. (About me: I hail from the heyday of true video games, which were hard as hell and actually presented a real challenge rather than simply being a form of entertainment.) And as Aoi has proven, it's not impossible to escape the Overmind's subterranean city!
Enough introduction, on to the scores...
You can see how each player did by checking out their specific record sheet below (Note: Columns are sortable by clicking on headers).
TOP 10:
'Mind | Score | Level | ||
---|---|---|---|---|
Aoi | 23795 | Surface | (record) | |
Micha | 23472 | 8/Research | (record) | |
Tarran | 18371 | 8/Research | (record) | |
gimlet | 13415 | 6/Factory | (record) | |
Jesse Houston | 12656 | 5/Factory | (record) | |
AlStar | 11404 | 7/Factory | (record) | |
badger_pl | 6669 | 6/Factory | (record) | |
a.f. | 6236 | 6/Factory | (record) | |
Toaster | 6233 | 6/Factory | (record) | |
Euchre Jack | 5959 | 6/Factory | (record) |
Notable Achievements:
Achievement | 'Mind | Description | |
---|---|---|---|
Terminator | AlStar | Highest robot kill rate | |
Researcher | Euchre Jack | Best prototype identification rate | |
Hijacker | AlStar | Highest rate of Hauler interceptions | |
Power Monger | Euchre Jack | Most power source slots | |
Roadster | Jesse Houston | Most propulsion slots | |
Flyboy | Jesse Houston | Most flight units | |
Executioner | scelly9 | Most weapon slots | |
Escapist | Euchre Jack | Traveled furthest in shortest amount of time | |
Underdog | mtadd | Traveled furthest with weakest peak rating | |
Skirmisher | Euchre Jack | Highest rate of tactical retreats | |
Rambo | scelly9 | Lowest rate of tactical retreats | |
Ninja | scelly9 | Lowest kill rate for distance traveled | |
Scavenger | Euchre Jack | Highest percentage of salvage recovered |
Special Mentions:
Aoi - Honorary first Cogmind to escape to the surfaceOrb - Honorary first Cogmind to reach Research
Dariush - A lot of the early fixes were updated based on suggestions by Dariush; also thanks to gimlet, AlStar, Micha, and others on Bay 12 for all the other ideas that helped make Cogmind even better!
For the curious, I've uploaded my own record here (score: 12147). I haven't had much time to play myself, since I've spent most of my free time coding the fixes, and that one game took me a week to finish! I didn't do much point farming, and by the end I had to start sprinting just to end my game in time--definitely a bad idea if you're not built for it... Got trapped and shot to pieces:
Yes, that's 2 Behemoths, 5 Programmers, and 3 Sentries; who knows what else was around the corner :)
Even though the tournament is over, keep sending in your scores and I'll add them to the high scores page, which will be updated indefinitely. (Future score charts will carry version numbers if/when changes begin to affect fairness/gameplay.) I will probably hold another tournament in the future, the frequency depending mostly on if/how much more development goes into Cogmind.
Fix11 is mostly done, and will be available soon.
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