Experience sci-fi tactical combat and exploration in a procedural world that combines traditional roguelikes with an immersive modern interface like no other. Build yourself from components found or salvaged from other robots. Attach power sources, propulsion units, utilities, and weapons to become a slow tank bristling with weapons, or a fast-moving flier zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin/hacker, or whatever else you can come up with from the salvage you find. The situation can quickly change as you lose components and rebuild yourself from enemy remains. You are the Cogmind. Discover what that means as you explore a living, breathing world ruled by robots.

Report RSS Large Parts & Non-Parts

Parts can now occupy more than one slot, and some items may not even be parts at all.

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In the prototype, all items were parts, and all parts required exactly one slot to attach. The simple system was nice, but eventually you want access to more options, if only for special cases. As we've seen before the 7DRL version did away with all special cases, which is great for pumping out a quick prototype, but doesn't work as well when creating a deep game with lasting play value.

Two new possibilities have now been fully implemented: multi-slot parts, and "non-part" items. To avoid unnecessary complication at the beginning of the game, neither of these will be introduced until after some play--they are most meaningful later on, anyway.

Large Parts

While a majority of parts still require a single slot, some larger parts occupy more than one. This enables increased variety and therefore a wider range of choices by adding trade-offs like concentrating even greater effects into fewer parts at the additional cost of potentially losing more at once if a part is destroyed or disabled. Like this:

Cogmind Large Part
Aw yeah.

Large parts also take up the same amount of extra space in your inventory. On the implementation side, allowing parts to occupy multiple slots turned out to be an inventory scrolling nightmare (the original system wasn't built for it), but the integration is finally complete.

Cogmind Large Part (Inventory)
Hours of crazy scroll bugs later, it works!

Non-Part Items

Interaction with some machines requires items, some of which shouldn't necessarily have to be normal parts. So it is possible to find items which don't do anything themselves, but may be useful in other ways.

Cogmind Non-Part Item
Non-part items appear grayed in inventory. (They too, can be large and take up more inventory space.)

Next: ASCII w/drag-and-drop?! No way...

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Gamma195
Gamma195 - - 13 comments

Looks very promising i hope to see the final result

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Kyzrati Author
Kyzrati - - 210 comments

Thanks, nothing's going to stop this game from reaching completion, that's for sure! Only a matter of time...

Reply Good karma+2 votes
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