Here we go again! Yet Another Annual Review, the twelfth of its kind, wherein we highlight milestones from the past 12 months and maybe also catch a glimpse of the future of Cogmind. Unlike 2024 which was split between technical advancements and content work, this year was pure content as we continue diving deeper into [ ]
Last week I had the honor of being invited on Roguelike Radio for a bit of a catch up on Cogmind development and relevant segue into the interesting topic of designing for mastery. It s been ten years (ten years!) since the last time I was on Roguelike Radio for Cogmind in particular, back in 2015. [ ]
Another fruitful year is coming to a close! It s once again time for our annual review to reflect on the year s milestones and look ahead with renewed focus at the months to come. In terms of both technical achievements and content expansion, 2024 was a huge year for Cogmind but first, the traditional opening collage, [ ]
Ever since my original forays into ASCII-based development with X@COM, I was both forced into and remained interested in working with actors that occupy multiple spaces on the map. The implications, the representations, the benefits, the drawbacks all very fun issues to tackle in order to bring physically larger creatures to life, and give them [ ]
They re alive! Last month I shared a sizeable collection of interface mockups summarizing my vision for a playable Cogmind interface that could fit within a 45-row terminal. Those mockups are now a reality, fully implemented more or less as described, and in the time since I ve even gone further down that path and implemented the [ ]
Map zooming again! Although I finished off the final bits of the core map zooming feature, that series went quiet when I turned my attention to planning and preparation for the upscaled UI, essentially due to my belief that once the latter is implemented, map zooming wouldn t be as necessary in the first place. But [ ]
So we ve developed the theories, we ve got mockups, we ve got the necessary architecture surely it s time to start building the new UI layout, yeah? Not so fast! It s true we could start now, but on the horizon I could already see the increasing usefulness of another supporting feature, and decided it was a good opportunity [ ]
I was really happy to have come up with workable concept for a modal inventory, as well as producing a mass of mockups with proven solutions for all the potential hurdles on the road to dropping 15 rows from Cogmind s interface. Or so I thought. Suddenly at the end of that process, a review of [ ]
Last time was all about exploring a high-level direction for Cogmind s shift towards supporting an increased size for interface fonts and tiles by reducing the amount of space available to display information, beginning especially with the map view. Now it s time to make concrete plans to determine what we can actually fit into a 45-row [ ]
A long time in coming, but here we go! This marks the beginning of what will be the most significant undertaking in Cogmind s UI development history: making everything bigger. Not just the map, for which zooming was recently implemented as a toggleable option, but all the text as well. This will be fun since I [ ]