Author Topic: Cogmind (now at Beta 3.1)  (Read 21134 times)

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #135 on: July 18, 2017, 10:37:20 AM »
Beta 2.1 is out! Changelog and release notes are here.

Item info directly accessible from the item gallery:


Animation for activating one of the new items:
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Legend

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Re: Cogmind (now at Beta 2.1)
« Reply #136 on: July 19, 2017, 04:18:00 AM »
I really hope this can make it's way to GOG.

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #137 on: July 19, 2017, 04:58:11 AM »
Maybe eventually! I've deprioritized GOG for now because I couldn't get any answers back from them on business-related stuff, so if Cogmind makes it there it'll be after Steam.
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Tzan

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Re: Cogmind (now at Beta 2.1)
« Reply #138 on: July 19, 2017, 04:55:11 PM »
Do you have firmer idea on a Steam release date?

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #139 on: July 20, 2017, 02:13:03 AM »
Was going to start getting ready this week, but had a sudden health setback. Will probably start next week, and it'll take a minimum of 6-8 weeks before it can launch on Steam, depending on a lot of external factors I don't know about yet. I wanted to release over summer but lots of non-dev issues have gotten in the way, but now I don't want it to slip into the end of the year since that's not a great time to release, so the clock is ticking!

I'll of course make an announcements once I know anything for sure.
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #140 on: July 26, 2017, 12:17:09 AM »
New Article: Beyond the Design Doc: Unplanned Cogmind Features - A retrospective on Cogmind development from Alpha to Beta, examining the many features not mentioned in the design doc and why they were introduced.

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #141 on: August 04, 2017, 01:34:48 PM »
Pilcrow has made some new fonts and tilesets for the Cogmind 7DRL!

Sample screenshot of one of the options <3

(many more samples on Pilcrow's github)

And there's even a symbolic "binary" mode for those crazy enough to use it--suits the theme!

(I might have to add a mode like this to the new Cogmind just for fun...)
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #142 on: August 19, 2017, 02:16:49 AM »
I've posted an update on Cogmind's dev status, explaining more about the temporary hiatus that's been pushing back the Steam launch despite the game itself being ready. In short: Doing everything I can to recover but still unable to work for now :/

(Also: My dev blog made a top 50 list :D)
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Tzan

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Re: Cogmind (now at Beta 2.1)
« Reply #143 on: August 19, 2017, 04:23:45 PM »
I think if I had to write even half as many words as you have, to get any attention, I would get a concussion  ;)

Good luck with things.

My stupid advice:
If its really 100% ready for Steam, just release it, then get back to updates when you can.
Most games dont get them anyway, and nobody is going to get any anyway until you are healthy.

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #144 on: August 20, 2017, 01:15:13 AM »
Hehe, yep I do write a lot of words, though at least you get better at it over time and it becomes easier as a result :)

I plan to release to Steam as EA, and with that status comes the expectation of updates, so it's not like a 1.0 where there could technically be fewer updates, or a longer wait between them. No updates now is less of an issue with the reduced exposure.
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Tzan

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Re: Cogmind (now at Beta 2.1)
« Reply #145 on: August 20, 2017, 04:05:32 PM »
Ah, I see.
I thought you were releasing as final + updates.

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #146 on: September 08, 2017, 02:33:43 PM »
I'm getting "better enough to work again," so things are going to start happening soonish. Steamy things. Full update about what's been going on here, including some alternative wall images I put together just for fun, like these oriented line walls (highlighted with a terrain scanner for double the fun!):

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #147 on: September 15, 2017, 01:15:09 PM »
Well, it's been over two years so I finally updated the gifs shown in the OP!

Various destructive scenes...

Some inventory management with ASCII art and... destruction and repair :)
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

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Re: Cogmind (now at Beta 2.1)
« Reply #148 on: September 22, 2017, 01:49:55 PM »
I pressed The Button.


Also, first, a new release is around the corner. Some more details about what's going on here, but as usual I'll post the changelog in this thread when it's available.
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Tzan

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Re: Cogmind (now at Beta 2.1)
« Reply #149 on: September 22, 2017, 02:57:42 PM »
*gasp!*

He pressed the button!

Good luck.