Cogmind
by Kyzrati on 20120223 , under
As I warned, most of the past month was spent on vacation. So no X@COM :(
What I didn't foresee, however, is that I'd come up with a fun idea for a 7DRL, which I'm now spending my free time brainstorming for.
So no X@COM, still :'(
At least it could possibly be a fun little test bed for X@COM UI elements, since it'll be developed using the exact same tech--in fact, it's going to run under a gutted 2D version of X@COM itself.
I'm not quite sure if it's going to work out yet, and I can already smell a failure on the horizon since this game idea would be better suited to a 3-6 month dev time, but in order to squeeze down the design doc I've been hacking the features list to about 10% of its original length. The result should still be playable, though not quite as dynamic or interesting as I originally intended it, as the gameplay will have to focus purely on the core mechanic and nothing else.
The title is Cogmind, and compared to X@COM it will be a far more traditional roguelike: A sci-fi dungeon romp in which you control a single character with single-action turns. For details, you can check the Cogmind blog. (Doesn't exist yet--I'll update this post with a link at some point.)
As a 7DRL, Cogmind has a finite completion time and won't be in the way for too long, so fear not, I'll get back to X@COM soon enough. (The current public demo expires at the end of March, so I have to get out another release by then...)
What I didn't foresee, however, is that I'd come up with a fun idea for a 7DRL, which I'm now spending my free time brainstorming for.
So no X@COM, still :'(
At least it could possibly be a fun little test bed for X@COM UI elements, since it'll be developed using the exact same tech--in fact, it's going to run under a gutted 2D version of X@COM itself.
I'm not quite sure if it's going to work out yet, and I can already smell a failure on the horizon since this game idea would be better suited to a 3-6 month dev time, but in order to squeeze down the design doc I've been hacking the features list to about 10% of its original length. The result should still be playable, though not quite as dynamic or interesting as I originally intended it, as the gameplay will have to focus purely on the core mechanic and nothing else.
The title is Cogmind, and compared to X@COM it will be a far more traditional roguelike: A sci-fi dungeon romp in which you control a single character with single-action turns. For details, you can check the Cogmind blog. (Doesn't exist yet--I'll update this post with a link at some point.)
As a 7DRL, Cogmind has a finite completion time and won't be in the way for too long, so fear not, I'll get back to X@COM soon enough. (The current public demo expires at the end of March, so I have to get out another release by then...)
X@COM Fans
Tags
- Brainstorm (8)
- Mods (6)
- Progress (26)
- Release (10)
- Screenshots (21)
- Video (10)
February 24, 2012 at 6:40 AM
A new post would be appreciated for the link so it shows up in the RSS feed.