Grid Sage Games is a one-man game development company based in Taiwan and run by Josh Ge (a.k.a. "Kyzrati"). We specialize in roguelikes and tactical games. There are several projects in the works, but the first to be announced is Cogmind.
Now with map zooming and multiple UI layout options for larger text/tiles! (Also a new map, new items, and new robots, but BIG TEXT!)
Sharing the results of Cogmind's new semimodal and modal UI layouts, with demos covering new QoL features, inventory interaction, and more.
Dynamic centering, offscreen object markers, view autoshifting... a whole range of new features to improve playing even with the map zoomed.
More engine features! Implementing automated upscaling to simplify the ability to support map zooming and larger UI options, plus other QoL.
Figuring out how to get Cogmind's many 60-row ending animations to play nice with a 45-row terminal layout.
Revisiting many of Cogmind's windows to make adjustments enabling everything to fit into fewer rows for the semi-modal UI layout.
Background and summary of the intent and plans behind building Cogmind's fully upscaled semi-modal interface layout.
Finishing up the zooming feature with supplementary window adjustments, keys and buttons for player control, and a bit of fluff.
Escalating the zoomable map architecture throughout the interface and adding support for dynamic toggling, plus larger on-map text.
Engine-level support for a higher zoom level of a terminal subconsole, using a new glyph size to upscale Cogmind's map view.
Testing a quick and dirty realtime software-scaling approach to increasing the size of the map view.
The Botcube. Cogmind's magic answer to building robots other than yourself.
Exploring forms of teleportation in Cogmind--uncontrolled, controlled, chaotic and more.
Where Cogmind item development goes from here, a review of balancing levers, and a new lever in the form of "chargeables." Big things ahead!
The world is expanding, again! Beta 13 is adding more maps, meaning more lore, NPCS, and lots (LOTS) more tech. Nearly 100 new items, new bots, AI behaviors...
A brief history of Cogmind on Discord, and a new feature to facilitate sharing and discussing runs in progress.
Analyzing Beta 11 run data looking for the impacts of rebalancing, and new content and mechanics like DSFs, Authchips, and more.
More topics related to Cogmind's "Polymind" mode for the Winter 2022 event. Player stats, strategy, merging code, and more.
Introducing the new Scrap Engine which creates unique parts by combining other items, and significantly expanded Garrisons with major new rewards.
Design topics related to Cogmind's "Polymind" mode for the Winter 2022 event. UX, architecture, balance, multitile robots, and more.
A summary of my philosophy and the rationale behind it, including examples from Cogmind.
A survey of roguelikes and considerations when deciding whether to allow players to revisit earlier maps. Also a look at intramap backtracking.
It's the end of another year, Cogmind's 10th, and to celebrate we have another special event that turns the world on its head for an extremely different...
Cogmind's 10th anniversary, celebrated by its largest-ever release, and Beta 12 is still in development but getting quite large itself...
An experimental mechanic enabling the creation of randomized items by combining other items. Rules, strategy, QoL, and related design topics.
A history of randomized items in roguelikes, in contrast to Cogmind's purely static items, and exploring a potential random item architecture.
Expanding Garrisons with encounters and events to increase variety, as well as advantages for non-bothacker builds.
Over a year in the making, for Cogmind's 10th anniversary we have a massive set of new toys, challenges, revamped mechanics, and more.
An overview of the process behind a comprehensive review and update of Cogmind's mechanics and items after years of expansion.
Special commands in Cogmind get the QoL treatment, with a new menu activated via spacebar.
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