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Topics - Kyzrati

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7DRLs / [7DRL 2018][Success] POLYBOT-7
« on: March 13, 2018, 06:56:11 AM »


You are POLYBOT-7, the latest in a line of fully-modular robot designs being put through The Gauntlet.

Tactical positioning is crucial since you're not only under fire from other robots, you also automatically attract and attach nearby components until your slots are full--everything from various power sources and propulsion units to numerous types of utilities and weapons.

Your parts will be destroyed, but you can blast other robots to pieces and let the salvage fly over to equip you, or find caches of even better parts to really show them what you're made of!

If you're good enough, on your way through The Gauntlet take on additional challenges to acquire upgrades that expand your number of available slots until you finally have space for up to a couple dozen different components at once.

This is my entry for 7DRL 2018, created by tearing apart my main project, Cogmind, and putting it back together as something related yet quite different.

It's available for download on itch.io, and see the next post for more details (copying the announcement post from my main blog).

More Information:

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Last month I released my first commercial game, Cogmind, and although it was only a soft alpha launch it did pretty well despite being a traditional roguelike designed for ASCII.

Other Temple devs might be interested in learning about the details and decisions behind the release process, so I thought I'd link the post mortem here: http://www.gridsagegames.com/blog/2015/06/releasing-commercial-ascii-roguelike-post-mortem/

It includes discussions of marketing, timing, pricing, sales data, and more.

The game isn't complete yet, nor has it recovered the investment and entered profit territory, but we'll see what happens next year!

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Traditional Roguelikes (Turn Based) / Cogmind (now at Beta 14)
« on: May 20, 2015, 04:58:13 AM »


Cogmind is a science fiction-themed traditional roguelike in which you play a robot that builds itself from components found or salvaged from other robots.

Various destructive scenes... (hundreds of particle effects with accompanying audio)

Some inventory management with ASCII art and... destruction and repair :)

Gameplay
  • While exploring the world you find (or take) power sources, propulsion units, utilities, and weapons, and attach them to yourself to create a slow tank bristling with weapons, or a fast-moving flyer zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin bot, or whatever else you can come up with from the salvage you find. The game can quickly change as you lose components and your loadout changes.
  • Action is turn-based but you don't have "action points" per se; instead, every action takes a certain amount of time, and robots that can perform actions more quickly can continue to due so until another robot is ready to act.
  • Combat is optional if you can avoid it, and there is no grinding for XP since the game rewards you for simply reaching new areas.
  • While not fighting/sneaking, you can find/construct allies, hack machines, manipulate your enemies, and explore the story through terminals spread throughout the complex.

Parts
  • Power Sources: Engines, power cores, and reactors supply the power necessary to run other systems.
  • Propulsion: Treads, legs, wheels, and hover/flight units enable a robot to move more quickly (multiple types can be attached, though only a single category can be active at a time).
  • Utilities: Special devices, processors, storage units, and protective gear that provide a wide range of benefits.
  • Weapons: Guns, cannons, launchers, and a variety of melee weapons.

Resources
  • Energy: Generated by the core and power sources; necessary for moving, firing energy-based weapons, and sustaining the operation of some utility systems.
  • Matter: Salvaged from robot remains; used to fuse components, and consumed by ballistic weapons and launchers as ammunition.

Notable Features
  • Dynamic character development without XP/grinding
  • Animated interface
  • Thousands of ASCII particle and sound effects
  • Nine different animated endings to uncover
  • Full mouse and keyboard support for all commands
  • Drag-drop support for mouse
  • Fully destructible terrain
  • ASCII art

General Feature List
Many of these are a given for anyone familiar with roguelikes, but I'll list them here for completeness.
  • Resource management
  • Inventory and equipment system
  • Item identification system (for a subset of powerful items)
  • Fog of war
  • Several damage types each with unique properties/effects
  • Simple yet dynamic combat system
  • Multiple AI behaviors
  • Numerous items, special abilities, and enemies
  • Permadeath
  • Autosave/load on exit/startup
  • Large randomly generated maps
  • Turn-based action
  • Single player
  • All units use the same ruleset as the player
  • Score output to an external file, with detailed statistics

More Information

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Traditional Roguelikes (Turn Based) / Cogmind Returns
« on: September 22, 2013, 03:16:22 AM »
I don't have anything special to release for ARRP this year, but seeing as how the spirit of the event is to "not develop in silence", I've decided to go ahead and "officially" announce the new Cogmind today.

I'm remaking the Cogmind 7DRL from last year. It's going to be bigger, better, and my first commercial game endeavor. There's a new devblog here and I'm... even on Facebook and Twitter. Oh my.

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The Roguebasin / It's getting pretty bad on Rogue Basin
« on: October 14, 2012, 01:37:58 AM »
The spam is growing ever more ambitious over there. In recent weeks there have been dozens of new fake accounts every day, and one in particular (Hari Seldon) has been injecting text into dozens of pages every day. It's all over the place now... anyone going to do anything about this?

Would it be at all possible to switch to manual approval for accounts, and enable any of the many long-term, trusted users to handle the approvals? The bots always find a way around other methods...

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There was totally not enough time to debug Cogmind for 7DRLC 2012, so like most other 7DRLs out there, naturally there's a bugfix. It's still got problems, but the serious ones are gone and the rest are rare enough that I haven't been able to reproduce them.

The new version is almost identical to the 7DRL release, aside from bug fixes and several modifications regarding scoring. The complete list of changes (from changelog):
* FIX: If an inventory storage utility is destroyed, reducing your capacity, the last extra item was still shown in your inventory display even though it was already been dropped; trying to do some actions with this ghost item could cause a crash
* FIX: Game could crash if actions entered while status/data window closing (included inventory actions that automatically close the window)
* FIX: Game could crash if mouse moved on score window
* FIX: Item's current state properly shown in data window
* FIX: No longer allowed to target self (would crash game)
* FIX: Tunnelers in the scrapyard excavate the level properly (though its really just for fun, since you aren't supposed to hang around there, anyway...)
* FIX: Suicide shows mission results screen instead of skipping straight to new game
* MOD: Broken parts shown red in inventory list (as they are in attached parts list)
* MOD: Reduced score points for robot destruction
* MOD: Lots more information printed to score record
* MOD: Added score record integrity value
* MOD: Data parameters loaded from compressed file (can override it to use public data files, but doing so invalidates score for competition purposes)
* MOD: Known prototypes still glow on the map, slower than unknown prototypes

Why the scoring changes? I'm holding a Cogmind tournament. Read the rules here on the blog, and join in if you've got the time to play! (The rules are also included with the game as competition.txt)

Here's the bugfix release announcement.
You can get Cogmind from the files page.


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Traditional Roguelikes (Turn Based) / X@COM R5 "Alpha Genesis"
« on: December 19, 2011, 06:05:21 AM »
Everything's still in a state of flux, but it's about time I released a new version of X@COM. This is the beginning of the alpha phase; sometime soon I'll update the FAQ to include the alpha roadmap, but for now I can say that with most of the core mechanics falling into place, it's time to put more effort into developing the interface.

This release includes a new scenario, "Exodus", set in an urban environment.

Internally, the biggest change is the removal of libtcod--it's an awesome lib and incredibly convenient for prototyping, but I ended up using less and less of its code, and more and more of my own libraries, until eventually there was so little libtcod in there that it didn't warrant forcing the game to require it anymore.

Latest Version: 0.10.111219r5 "Alpha Genesis"
Release Info
Direct Download

Changes:
* TMP: New scenario: Exodus
* NEW: Full inventory access
* NEW: Remote detonation of explosives
* NEW: Random soldier names
* NEW: Alternate font (Ctrl-PgUp/PgDn)
* MOD: PORTED TO NEW ENGINE
* MOD: Path visualization colored by based on available TU/Stamina
* FIX: Rookie armor (coveralls) values properly applied
* FIX: Reaction fire TU checking issue which could cause fatal error

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So... we need more "faithful" X-COM remakes to fight off the ridiculous FPS thing they've decided to turn the game into... The series just gets worse and worse! X-COM may not be a pure roguelike, but it certainly shares a lot of RL characteristics, so I suppose an ASCII version is close enough to be called an "X-COM RL."

Mine is tentatively named "X@COM." Seems fitting enough...

Just started not long ago, so not much to see yet, but you can check progress on the blog.

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