Extreme Infowar: Active Sensor Suite
While earlier in Beta 11 development I already revisited and expanded Cogmind’s selection of parts geared towards information warfare, there was a need for yet another new one to complement the...
View ArticleSpicing Up Primary Maps 1: Cargo Convoys
One of the core principles of Cogmind’s original level design was to split the world into two types of areas: the main complex vs. branches. I wrote about this concept here on the blog shortly before...
View ArticleSpicing Up Primary Maps 2: Area Denial
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View ArticleMap Comments and Log Notes
Back in August I was watching the first Tone-MTF combo stream, and listening to them repeatedly strategize aloud so they could collaborate brought more than the usual planning talk to the forefront of...
View ArticleDesign Overhaul 4: Fabrication 2.0
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View ArticleYear 8 of the Cogmind
Cogmind is now in its 9th year of continuous development, so as usual let’s take a look at the past year of progress in yet another annual review! Although most of the feature progress I share is in...
View ArticleMaps Between Maps, and DSFs
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View ArticleSpecial Commands Menu Design
For years now I’ve been planning to eventually create a menu for accessing Cogmind’s lesser-used “special commands,” features not only requiring the keyboard, but even all assigned to Shift-Alt key...
View ArticleRebalancing Cogmind
A decade of development into a huge project is almost unavoidably going to accumulate some amount of cruft. Mechanics that are never quite worth taking advantage of, items that haven’t lived up to...
View ArticleKyzrati’s Game Design Philosophy
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