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Kyzrati

Kyzrati

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Kyzrati posts

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 s...

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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...

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New Tech: Chargeables

As you probably know, Cogmind is big on balance, an emphasis achieved initially through adher...

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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 mo...

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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 t...

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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 int...

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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 aw...

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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 r...

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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 ...

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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 ba...

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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 7...

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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 curio...

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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 th...

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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...

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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 is...

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Full Active Sensor Data!

Back in 2021 I introduced the Active Sensor Suite, and before that described ...

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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 ...

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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 ...

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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 befo...

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A change of pace for 2023?

So Polymind turned out pretty nicely! I streamed that once so far (2022-12-30 14:46:10 +0000 UTC View Post

"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 wha...

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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 bee...

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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 ...

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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 re...

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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 ...

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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", altho...

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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 ...

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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 ...

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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 dec...

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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 fo...

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