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Kyzrati
Kyzrati

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Beta 10 "Surround Sound" Early Prerelease (X1); Plus the new Audio Log!

Yay, a huge milestone finally reached! I'd been putting off the remaining ambient audio content for quite a while for various (good ;) reasons, but now it's reached a mostly complete stage, and the results seem to be pretty sweet. I just streamed my first run Beta 10 today, and felt that for the most part these new sounds do a pretty good job of building up the atmosphere without being too overwhelming.

Here's the current Beta 10 changelog as it stands now:

As you can see, aside from all the new audio, one of the major new bits to play around with in this release is the drone content you voted to include in Beta 10, so all those new drone types and AI behavior changes that I described before are in! Enjoy :D (naturally you may be less likely to actually see that part of the new content unless you play a lot, though, because it's not front-and-center like the audio is)

Note this update has increased Cogmind's download size by about 15 MB, leaving it still relatively small as far as games go (and downright tiny compared to other games with this much audio content), although no longer quite as compact as we had before :P

This prerelease was meant to be out for last weekend, and everything was well ahead of schedule for that, then I decided it was time to add what I'm calling the "audio log"  so you can get a list of many of the sounds that are playing...

Audio Log!

This little project ended up taking almost a week to complete on its own, pushing the schedule back a bit, but it was worth it to finally have this. There are several new advanced.cfg options associated with this feature (which is off by default), so I'll let this manual excerpt do the talking via the option descriptions:

Some demos of the new audio log in action:

Ambient sounds from nearby machines listed in the log, orange for explosive, grey for fluff.


Non-ambient sounds coming from a nearby battle out of view.


A combination of visual sfx and the audio log describing the battle outside the room.


Right-edge intel markers displaced by the audio log window rather than having it cover them up, so you can still reference them.


Off-screen exit labels similarly avoiding the audio log (although shifted downward instead).


Overall the audio log system ended up being a huge undertaking to get it working in all cases, not to mention I also had to write hundreds of new front-facing text bits for both the ambient and non-ambient sound effects, which until now had largely been an internal affair.

Again though, I think it's a really nice feature that will help those who need it, or also just those who want to better enjoy the ambient sound system, especially now that it has so much more content :D

Get Beta 10

On Steam, Beta 10 X1 is located on the beta branch "beta_10_x1" accessible with the code "SupremelyAmbient", or if you don't have Steam and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com.

Beta 10 saves are not compatible with previous releases, so consider first finishing up any in-progress run, or keeping a separate copy of your save while you play this one in the meantime. If you're interested in using the new audio log, you'll have to run the game at least once first to get all of the new advanced.cfg options to appear in the file, unless you want to add them yourself from the list above.

What's Left?

We'll definitely be having additional prereleases here before this major version goes public--it's a big one (essentially like Beta 9). Among the tasks remaining are, in the near term, possibly a few more ambient sounds related to late-game branches, lots of fixes and tweaks, then further out I'll be adding some more new mechanics and content. No details on that yet since I've been focused on the guaranteed audio content and still have to organized a final Beta 10 todo list from the remaining possibilities.

It'll be next week before I get started on all that, though, since the first order of business is to do some writeups about all this audio business I've been working on lately.

Many thanks for your support!

Addendum: r/Roguelike Does The Complete Roguelike Tutorial

Quite a lot of roguelike players go on to make their own roguelike, even if only a 7DRL or little hobby project to chip away at. Still, many more want to but haven't yet started their own roguelike, because even just taking those first steps can seem like a daunting hurdle.

Wait no longer!

While we've always had a welcoming, helpful community over at r/RoguelikeDev, it's often still up to individuals to drag themselves over there and get started, often with help from the resources in our sidebar. For the past several years /u/aaron_ds has been helping organize a multi-week code-along event to jump start yet more roguelike projects. It's gone really well for the past couple years so we're back to do it again this year :D

"RoguelikeDev Does The Complete Roguelike Tutorial" is a weekly event starting June 16th and continuing through the summer. It's basically a bunch of interested people starting from scratch to build their own roguelike by following one of the more popular tutorials. By the end you'll have your own basic roguelike, including any extra features you might have added along the way.

(If you have some experience or want to use another language/engine/tutorial that's fine, too!)

It's fairly slow paced, and there are plenty of people around to help, so consider joining in! Check out the preview/announcement thread for more info.

I won't be taking part myself, but I do help organize and advertise the event, and will be around throughout. It's a great community, with many participants (or others just around to lend a helping hand) also found on the same Discord server we share between Cogmind and many other roguelikes, so you can also find me there as well.

Comments

Note that the hacking drone *will* do a traps hack as long as the same hack hasn't been done yet on the same terminal, because different terminals can reveal different traps. Exit/Terminal/other hacks will be avoided if they've already been done somewhere on the same map, so I'm guessing you got the information some other way? (e.g. a derelict log? Zion intel?) I'm not planning on changing that--it only bases its information on Terminal status and hacking potential and history, not necessarily what you know. Also hacking drones can't/don't use data cores.

Kyzrati

Nice work on Beta 10. I like the new ambient sounds. Some feedback on the new hacking drone. It does not appear to recognize any data core analysis already obtained when hacking. For example in a Factory level I already had Traps, Exits, and Terminals identified, yet its first 4 hacks were to obtain that information. Not a big deal, but wasted hacks. *edit - hacking drone just did something great and timely! ha! wasn't expecting that.

John

Thanks, always looking to improve :D If only there was more time!

Kyzrati

I'm so excited! Incredible work as always. You're always exceeding expectations.

ssnufd


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