It's been a busy month! As planned, Alpha 15 will take longer to complete than the average update, but then it is going to be finishing the story, after all, and in a pretty grand way with multiple endings and animations to go with them :D
I wouldn't want to spoil the details, but I have been recording some snippets of works in progress over the weeks and it's nice to be able to share at least some progress on that front!
A closing-type animation I won't be using, but recorded anyway.
Broken animations are fun, too :P
"Does this mapgen seem off to you?"
"Yeah that's not quite right, either..."
Recording during WIP stage.
Trying to get my particle engine to do dusty wind across a pixelated ground.
A little radar animation thing.
A neat animation effect that can be achieved by fading out the foreground of a box character while simultaneously fading in its background.
Zoomed out view of all the animation scripts I wrote on just one day xD (out of weeks...)
On the side I've been working on various other non-animation features as well:
Keyboard autotargeting will conveniently "forget" intentionally destroyed machines.
Machine resistance info will be free (no Structural Scanner required).
Keyboard players will also have access to wall/door armor/resistance info (no good way that I can see yet to give mouse users access to this same information).
TREAD CRUSHING! :D
All treads can do it, some better than others :P
Aside from the chance to instakill when ramming robots, using treads to ram also offers full protection against self-damage and destabilization.
Oh yeah, and if you use legs while ramming you can possibly just kick them out of the way and take no damage either (the victim takes no extra damage, just the usual mass-based ramming impact damage):
With five legs the chance is 100%... Outta my way!
Game over buttons rather than having to hit Space/Esc.
I've always been somewhat annoyed at the long string of numbers that make up a random seed, and yesterday I came up with a fun to way replace them. Taking a cue from gfycat, Cogmind's random seeds are now actual words, or more specifically a combination of three words, two adjectives followed by a noun. The result of each is a fake item name, because the individual words are all sourced from the game's item list itself! It's pretty fun :)
There are plenty of combinations possible so there is effectively no loss of randomness. It's just a better, more human, way to handle seeds. Plus I'm sure they'll be cause for the occasional laugh!
Since the last update I also wrote a new article, Dissecting a Cogmind Changelog, analyzing the most recent update's changelog for some interesting finds that also reflect my typical dev process:
Composite diagram excerpt.
This month I also just passed the 7,000-hour development threshold :D
And now back to work on that final map...