SamSuka
Kyzrati

Kyzrati

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Kyzrati activity

Feature Experiment: Drone PIP

A little while back I was streaming a Cogmind run on Twitch, at one point once again sending out drones to scout around as I like to do. Drones are generally pretty fast, and I'll often just make sure I'm in a relatively safe spot and keep an eye on what the drone(s) find while I wait and decide ...

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New Tech: Personal Teleporter

v0.10, to be precise. Or at least that's what I imagine the creator would want to emphasize.

Teleportation. It's cool. You like it. Your enemies maybe not so much.

As a concept, teleportation exists in quite a few varieties through Cogmind, only some of which Cogmind has dire...

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New Tech: Chargeables

As you probably know, Cogmind is big on balance, an emphasis achieved initially through adherence to carefully designed patterns and formulas. But then Cogmind is also always expanding with new...

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Beta 13 Progress Update (AKA X2 When?)

Recently I've been getting the occasional question about progress, especially as there have been no more prereleases like we might otherwise have had by now, and although I've been answering those queri...

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New Tech: ID Mask

80 new parts! That's where Beta 13 is currently stands as I continue to build new mechanics and features that will support all these new NPCs and faction capabilities. Today I'll share another of them with you in advance, one which I think will be much appreciated and quite interesting to use: th...

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New Tech: Creating Robots

It turns out that the last New Tech update I was building for Fun and Eventual Inclusion is actually being slipped into Beta 13 in some form, and that's not the only one!

Beta 13 needs a lot of content to fill in...

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New Tech: Deflecting Projectiles

Ever since my very first design docs from Cogmind pre-alpha, written back in 2013, I always wanted a projectile deflection mechanic. Like it doesn't get much cooler than that, being able to swat away bullets or even send beams back at an attacker, or redirect them into other targets.

Every ...

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Final Beta 13 X1 Build

So Beta 13's first prerelease from a few weeks ago seems to have gone fairly well. After a couple hotfix/adjustment releases I put out in subsequent days, aside from being away on a trip for a bit last week I continue...

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New Wizard Mode Commands

There are some debugging commands that I've used before, and still use occasionally, that haven't been included in Wizard Mode. Another batch of those has been moved over to the public build since they might be of use to you.

I've updated 2023-07-14 10:00:49 +0000 UTC View Post

Beta 13 X1 Prelease - United Federation of Derelicts

While Beta 13 is indeed scheduled to include the UFD (and of course "Scraptown") hence the official name of this release, that is not actually what this X1 prerelease is about! I'm doing all the background/other stuff first, and as you'll see it's... a fair amount ;)

  • We have the revam...

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Combat Log 1.5

So, just a little late on this... okay a good bit later than I both expected and wanted due to repeated injuries xD. First a slight head injury that ended up forcing me to stop streaming 7drls after that seventh video because each of the final two streams was noticeably messing me up and...

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Writing about Cogmind and Roguelikes, a History

I finally did it! An article about writing articles! :P

Or at least one small aspect of it, anyway--there are really quite a few possible subtopics here, but this was a meta topic I got curious about myself and wanted to explore a bit. You can read my words about words 2023-04-28 07:08:57 +0000 UTC View Post

7DRL 2023 Reviews

As mentioned when I started a few weeks back, again this year I've been streaming new 7DRLs, both to check out and share interesting entries while also providing feedback for other developers on their projects. I will be skipping this week's stream because doing that has been really hard the past...

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I (you) have voted for Combat Log

In previous patron feature voting I've generally included a "combat log update" option, and it always gets a lot of votes, consistently making a very competitive run for the top spot. Now if I were the only Cogmind player, I'd be happy to just rip that log out and put some totally unrelated UI su...

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Beta 12 Final Prerelease (X7)

Beta 12 is done, to be released some time next week, but let's test it out first! I'm calling this one X7 even thought it's probably the same thing that will be released publicly (and even if it isn't saves will/should technically be compatible after the transition).

Speaking of saves, with...

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Full Active Sensor Data!

Back in 2021 I introduced the Active Sensor Suite, and before that described how the 2023-02-20 05:04:38 +0000 UTC View Post

Special Mode Design, Polymind Part 2: Players, Stats, and the Future

The stats are in! Part 2 (the last) of the Polymind series includes a bunch of interesting data I organized from the runs submitted during the event period, along with some strategy info and other dev talk.

You can check out the full article 2023-02-07 18:34:51 +0000 UTC View Post

Special Mode Design, Polymind Part 1: Architecture, Features, and Balance

I've been doing a lot of writing lately, so we've got some blog posts coming up, the first of which is Part 1 of our Polymind review (it just got way too long to make it a single post xD). You can check that out on the blog 2023-01-28 22:10:02 +0000 UTC View Post

11.2 + X4 + ??? = X6

Polymind has been added to our latest and greatest Beta, now up to X6, having "skipped" X5 since I was using that designation internally as an intermediate step while bringing Polymind forward before more recently continuing to add a few new features and tweaks on the road to finalizing Beta 12.<...

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A change of pace for 2023?

So Polymind turned out pretty nicely! I streamed that once so far (now on YT channel), and even relea...

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"Polymind," a little something special for Beta 11.2

Oh my, we're going backwards now :P

In early December I decided we really needed a new release, and since Beta 12 expanded significantly so that wouldn't have been anytime soon, naturally what we need, and haven't gotten for a long while... is an event!

So welcome to the special new W...

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On Backtracking in Roguelikes

Ack, so last month was wife with Covid, and this month it finally got me, my son, and even a visiting relative xD (hence why I suddenly stopped streaming again...)

So things have been pretty crazy around here and life is once again trying its best to obstruct progress, BUT in the m...

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*Temporary* Slots?

A long time ago in my plans for 2020 I wrote a bit about an exoskeleton concept, a mechanic that I'd been considering for even a long while before that. It never actually happened then, nor did it happen later in Beta ...

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A New Type of Cave

Development is back on track! The Covid thing is mostly behind us, followed by some post-concussion issues which kept me from getting starting right away, but now, finally, it's time for the real Beta 12 to take shape...

The first map is a new type of cave area--not Lower, not Uppe...

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QoL for Earth

Ack, what a week! October was supposed to be New Content Full Speed Ahead month, complete with amazing progress on a bunch of brand new stuff, but a massive wrench got thrown into the works in the form of me having to take care of family with covid, making everything just just... Not Good xD

<...

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On Scrap Engine Design

My full coverage of the Scrap Engine design is now available on the blog here (pass "UFD", although I think this one will be made public quite soon because I'm going to be writing an update for St...

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Scrap [Engine] Town

Since the hour was growing late as I tried to get my previous post out along with X4 shortly before heading to bed, in my haste I didn't elaborate about the Scrap Engine decision, though I can see how my cursory comment implied there was more going on behind the scenes when I wrote "which is abou...

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Beta 12 X4 - Scrap Engine Finale

Having finished up those articles (the bigger one still to be posted), I haven't seen anything much else that needs to be addressed yet with regard to the Scrap Engine (except for that super weird crash that happened while I was playing on stream, but no idea how to repeat that yet, and don't hav...

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Item Variants and Randomization in Roguelikes

Over the past week I've been doing lots of writing, and ended up with a new article that weighed in at more than 7k words, so... kinda on the excessively long side for a regular read :P

I decided to split it in two, so this first part mostly covers the background info before getting into th...

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Beta 12 X2/X3 Preleases - Scrap It All

Whew, okay, this super experimental release is ready and here. Technically the mechanic is not quite complete (still more possible balance changes to make, and things like siege/burnout for propulsion are not enabled), but it is very playable and demonstrates more or less what this sort ...

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