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Kyzrati

Kyzrati

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Kyzrati activity

Coming soon...

Just a quick update here to share some good news:   The Scrap Engine is coming to a build near you, and pretty soon! My goal is to have the experimental release out for you by the weekend, and see what you all make of this weird thing.

I've been a bit disappointed at the progress ...

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Random Parts in My Cogmind?!

Okay so things are a bit behind schedule. Beta 11 is supposed to be mainly about a new faction, and then there was the whole Garrison thing, and then the whole Garrison+W thing, and more recently a whole... other thing that's beyond the original scope, like really beyond xD

So the new facti...

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Garrisons 2.0, the Article

Okay it's finally here, my design and technical summary of the new Garrisons introduced for Beta 12, as released for X1. Inside you can read about how new content is mixed in, and about clock tweaks,...

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Beta 12 X1 Prelease - Encrypted Comms

Aw yeah, smooth sailing this week while working on the new Garrison events--no unpleasant surprises, so I've finished the first Beta 12 prerelease a little earlier than predicted in my previous announcement. Sure took longer than expected overall (sheesh a little side project I let you all vote i...

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Garrisons Coming to a Holiday Near You? +RL Tutorial Event

New Garrison content and mechanics are mostly complete at this point.

This week I was originally considering putting together an article that covers the architecture of merging the usual encounter system with Garrisons, which have always had a different sort of mostly prefab-based procedura...

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Garrison Encounters

So the Beta 12 voting was closed, and the results are in... how surprising (okay not really), more people preferred revamping Garrisons to make them even cooler rather than redoing the combat log:

2022-05-25 02:35:26 +0000 UTC View Post

Kyzrati's Game Design Philosophy

Courtesy of HeavyRisk the Curious, I have finally written an article summarizing a good bit of my design philosophy, much of the higher-level stuff that I often imply elsewhere, be it in articles or just talking/chatting about design, but haven't necessarily expounded on in a clearer manner as yo...

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The poll to end all debate

Okay, so we've got a serious poll going, one which is just about done since I think the results are clear now, but there is another I thought we could do real quick, this one simply to express your opinion on the fine ...

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Cogmind Beta 12 Feature Voting

It's time to have your say in Cogmind development! Okay, aside from the usual complaints, suggestions or begging ;)

As usual, the winning entry will be among the features/content included in the next major release (Beta 12):

  • Full mouse UI for machine hacking: A ...

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Up Next / Beta 12 then 13? 13 then 12?



2022-03-30 13:02:00 +0000 UTC View Post

Beta 11 [no X!] "Mechanical Renaissance"

The final prerelease! It is ready. Now not quite everything on my Beta 11 list is included, but setting ambitious goals and not accomplishing them is par for the course ;)

Most of the Beta 11 plans , and certainly all the major ones, have been executed, and the results have been pr...

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Rebalancing Cogmind

Huge article incoming! I've just published "Rebalancing Cogmind" over on the blog (password "beta11soon") which serves as a pretty good summary of the recent item review process that went into ...

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Beta 11 X11 Prerelease - It's Special

This is it, folks, the last version before Beta 11. How fitting that it's X11 :P

There is one more prerelease to come, but that'll be the actual Beta 11 put out shortly before public release for last-minute testing. This one includes the Special Commands interface I View Post

Special commands get the QoL treatment

After a day and a half of coding and testing, the Special Commands console is finished! I was originally thinking the implementation could take less than a day, but I guess it shouldn't be too surprising that a new interface which hooks into numerous other actions and UI features would take longe...

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Beta 11 X10 Prerelease - Big Gunz

First the bad news: Last Monday I got a fairly serious concussion, again xD

But the good news is that the next prerelease was close enough to completion that I still managed to finish it this week, and it is a mighty one.

Really wish I could play this version with you all on ...

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D-minus 5

Soon!™

That's the goal for finishing the next prerelease, which involves quite a lot of changes across the board for items, that's for sure! We're a week behind due to that content detour I mentioned earlier, otherwise it probably would've been ready for the weekend, but as is I'm hopeful...

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Throwing Architecture

No, I don't mean tossing buildings around.

This has been a very productive week, and I would've about finished implementing all the item updates I've been streaming about lately if I hadn't gotten mega-sidetracked starting Monday...

I had this little idea whi...

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Cogmind Weapon Stat Rebalancing

Work on the latter part of X9 continues, most recently going through all the weapons for a comprehensive review of their balance. This week I actually streamed an overview of the process, and we also made a few changes during the stream as well: 2022-01-06 11:35:15 +0000 UTC View Post

Beta 11 X9 Prerelease - If Santa were a Hauler...

X9 is not "done." At least not as done as I planned for it to be on release, but released it is, as of now.

I was reminded the holidays are here and some people would like to enjoy the gift that keeps on killing you, so with at least having finished a majority of X9, this did seem like a go...

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Great Utility Update, Parts 2~N

Over five years ago, there was a plan to do a sweeping review of Cogmind's parts, especially utilities (as they represent the bulk of Cogmind items and offer the widest variety of unique effects), basically to ensure that everything was working together smoothly and had its proper place in some c...

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Maps Between Maps, and DSFs

The DSF article is here! (password "authchiporized")

If you want to explore them on your own then probably avoid this one for now since it doesn't tiptoe around spoiling details (e...

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Design Overhaul 4: Fabrication 2.0

Overhaul 4: Fabrication 2.0: Beta 11: Prerelease X8: [insert more here]

Having already covered the notes on this topic a couple times here before, and then a little bit during the X8 release itself, we finally have this "definitive fabrication article" now that the system is implem...

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Beta 11 X8 Prerelease... #2

And here we have some more X8. Most importantly this update includes 1) all the stuff I wanted to release with X8 but decided to release it early instead, and 2) a fix for the non-authchip fabrication system where the changes ended up not being as harsh or consistent as intended due to a bug.

...

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REXPaint Art Gallery +63

It had been over a year since I last updated the online REXPaint gallery, so it was definitely about time to organize all these images and I spent all day doing just that.

I'm sure there are a ton of cool works out there that I miss and will likely never know about since I don't actively se...

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Beta 11 X8 Prerelease - Fab the Planet

First of all a big thanks to all the extra supporters who've been joining up lately! I'm reminded of the random internet person a couple years back who claimed it was a waste of time to start doing this since indie game devs just end up putting time into extra updates but don't really make much t...

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Spicing Up Primary Maps 2: Area Denial

The new Heavy class is now solidified in the design, so let's talk about about everything Heavy! Awesome loadout (i.e. loot), Cutters, Specialists, distribution, and other mechanics...

I've embedded the latest article in image form below, but you can also 2021-09-27 22:35:04 +0000 UTC View Post

Beta 11 X7 Update

Time for the fourth X7 update :P. Technically two of them were silent Steam-specific updates, so I didn't even announce those, but this one's bigger, big enough to 1) get its own post and 2) break saves.

I would normally just fold all this stuff into X8, but if you've been hanging around on...

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Spicing Up Primary Maps 1: Cargo Convoys

Yauler time! I've not written much about these before, since they were released as part of a prerelease in which I just said "try it out and see" :P. And now I'm starting another Beta 11 blog series using them as the first topic. I held off on doing this for a while since I wanted to make sure th...

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Map Comments

So I was watching the first Tone+MTF combo stream a few weeks back, and listening to them repeatedly strategize aloud so they could collaborate brought more than the usual planning talk to the forefront of the con...

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Fabrication 2.0

Okay, so earlier this month I shared my first [somewhat distilled] batch of notes on a new concept for fabrication, which was pretty raw and still not thought out in great detail, but worth throwing out the...

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