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 ...
2023-11-15 02:58:21 +0000 UTC
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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...
2023-11-10 23:57:38 +0000 UTC
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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...
2023-10-20 03:31:15 +0000 UTC
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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...
2023-10-16 08:57:18 +0000 UTC
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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...
2023-09-29 04:31:35 +0000 UTC
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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...
2023-08-25 12:21:50 +0000 UTC
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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 ...
2023-08-02 13:23:23 +0000 UTC
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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...
2023-07-14 10:00:58 +0000 UTC
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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
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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...
2023-06-22 01:25:49 +0000 UTC
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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...
2023-05-15 12:51:02 +0000 UTC
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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
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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...
2023-04-24 01:50:42 +0000 UTC
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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...
2023-03-30 08:13:09 +0000 UTC
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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...
2023-02-25 02:22:53 +0000 UTC
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Back in 2021 I introduced the Active Sensor Suite, and before that described how the 2023-02-20 05:04:38 +0000 UTC
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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
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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
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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.<...
2023-01-18 04:11:27 +0000 UTC
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So Polymind turned out pretty nicely! I streamed that once so far (now on YT channel), and even relea...
2022-12-30 14:46:10 +0000 UTC
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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...
2022-12-24 01:56:14 +0000 UTC
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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...
2022-11-29 03:33:45 +0000 UTC
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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 ...
2022-11-11 04:54:48 +0000 UTC
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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...
2022-10-30 04:28:04 +0000 UTC
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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
<...
2022-10-17 11:36:42 +0000 UTC
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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...
2022-10-02 12:44:42 +0000 UTC
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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...
2022-09-22 01:39:10 +0000 UTC
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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...
2022-09-19 11:57:19 +0000 UTC
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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...
2022-09-16 04:35:52 +0000 UTC
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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 ...
2022-09-02 23:58:08 +0000 UTC
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