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Kyzrati
Kyzrati

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Expanding the world map in Cogmind... where?

Although there aren't any plans to add new maps in the near term, it's guaranteed we'll see more eventually, at the very least as part of the Merchants Guild update. On the Discord patrons channel yesterday there was a question about how and where new maps might be added, so I thought I'd cover that concept in a more general sense here, just to give an idea of what direction I'm heading.

Deeper Branches

First of all if you've done a fair bit of exploring so far you'll notice that on the world map there's horizontal room enough for branches that go as deep as 4 maps before you hit an edge, though right now we only have two branches that actually reach that far--most branches only extend out to 1~3 maps.

As such, lengthening branches is one approach we'll see at least some of, and out at the far ends is where you'd expect to have the kinds of special crazier maps (and potentially crazier benefits) that we're more likely to have as development gets further away from the main game anyway. Technically there is also room to even add a map on the return visit, in the way Proximity Caves and -8/Mines work, giving a total branch trip length of up to 5 (6?!) maps in some cases.

The Merchants update in particular (which I'll cover in more detail later on) would itself include more than one new map area. The primary one will likely be accessed from a deep branch point. Recycling is another branch I'd like to expand, allowing it to bring you deeper (and giving people a bigger reason to go there :P)

More Options

Although the early game generally has less room for deeper branches since Cogmind is weaker at that point, I do also want to add more branch options in the first three depths (but not necessarily deeper, just different as options). This is where the "Sub Caves" come in, basically caves even lower than the Lower Caves, which do already have a mention in the lore.

Small Maps

Another area that I've planned to expand on are small Waste/Garrison-like maps that behave as those two do, essentially bringing you back to the same map area that you left after visiting one. There's tons of room there for more stories and tech, most specifically in the caves where I think it would be nice to have access to additional derelict/Warlord areas. Not all of these would definitely be friendly ;)

The caves were certainly always meant to have an even wider variety of content than they currently do, though I've felt that they were at least "sufficient" as they are to connect other more important areas of the world, so this hasn't been a priority.

Some of these small maps would also likely be related to the Merchants, who will have their grabbers just about all over the place, so it's not just about their own full map deep in a branch (the Merchants HQ), but also smaller shops and rendezvous points scattered all over the place.

No Promises ;)

So there you have it: Probably some new branch options, though it's mostly about filling holes that exist. Obviously this means a lot of work keeping it balanced with what we have already, but the lack of backtracking does at least keep this job from being the otherwise impossible task it would be :P

Many of these ideas have been planned for a long time, but they can only come in their own time, and I can't claim that all of them are guaranteed.

Oh yeah, there's also one other specific map I'd like to do which would be accessed through very non-traditional means, no mechanic that currently exists, but that's also the one I'm least sure about... By the time we get there, people might start saying "okay, Kyzrati may have been working on this game for too long" ;)

Comments

Heh, yep, exactly that. Like I mentioned the caves were meant to give access to even more content as I originally envisioned them, but they ended up not getting a second pass before development moved into the upper parts of the complex. Now when we loop around again they can get even better treatment :D

Kyzrati

I personally am stoked for the possibility of more small maps that would let players loop and reset in the caves like wastes/garrisons. It would be a nice strategic option (more maps = more cool stuff, but you have to survive it) and provide new exciting prizes to look for when exploring caves maps. Also, more caves maps. I love the caves.

skar1ath

Hehe, I try to avoid posting too many unconfirmed/future possibility-type stuff like this if only because it can be really enticing but then a letdown when something doesn't actually happen, but once in a while is okay, and this was a more general topic, in any case :) I definitely agree on the early-game stuff, that's going to get more love because after all that is where everyone is guaranteed to spend at least a part of every run! Of course while it's true the decision space is smaller at Materials depths, that's also a function of you being quite weak at that stage so there's only so much room to do interesting things... Still, there will be more to come. I actually haven't had much in the way of plans to add new true 0b10 maps in particular, as the complex is more or less complete as envisioned and most of the ideas are for distant outlying areas, or areas for new/other factions. Anything's possible in the long run, though we'll see how things pan out :)

Kyzrati

im lov this,,, it makes me so happy to think of new maps!!! im all giddy now!!! I think I am most excited for more options from -10 to -7. That's one of the reasons I'm super hype for the recycling potential!!! I'm a super bad player so more whacky things to explore early on in the game might help to drown out the monotony: Loop -8 garrison twice without RIF, die to greed, repeat- to set up the perfect -7. I think a lot about how the decision space in mats is so much smaller than factory, with many mechanics such as fabricators, exterminations, and the sort simply haven't been introduced yet. Which is a good thing, especially for new players, but it can also feel a little autopilot. I would love something to incentivize me not to full-clear materials floors! I hope to be the first person to discover the secret map discussed at the end of the post... It's terrain scanning time :V I'm already theorycrafting,,, methinks it may have something to do with the Cave Whale. Perhaps there's a way to take data miner's trapdoor they escape through and meet data chimer??? Or perhaps it is someplace you have to sneak in wearing a disguise, to "look like" a certain class of robot. Another thing I'd like to see is more 0b10 standard maps; those with the main gameplay loop of component stockpiles, patrols, alert, interactive and non-interactive machines, but with twists. Like Hub's super cramped mapgen, or Q's cryo-ducts, or Garrison's departure from the global clock. Ooooh and a polybot-7 style map with self-destructing non-detachable parts would be super fun in the wider context of a cogmind run for some variety! I dunno, Factory is the most fun part of the game for me, and minor spins on that formula give me warm fuzzy feelings to think about. Thank you for this post! It made me very happy!!!

Cassidy


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