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(…continued from earlier submit)

So what is the massive cope with multitile actors?

Restricted freedom of motion because of terrain isn’t one thing we might tackle here–at worst they’re going to simply need to blast open doorways, take down partitions, and even widen shorter corridors in the event that they actually need to head in some partially obstructed path. However one other motion concern that completely should be addressed is interplay with different robots, as a result of these are in all places, to not point out shifting round more often than not and due to this fact straightforward to change into repeatedly annoying obstacles.

For this I made a decision it might be nice to have them simply push any blocking robots out of the best way. Not just like the ramming, crushing, or kicking that usually outcomes from bumping one other non-allied robotic, thoughts you, simply nudging anybody out of the best way, no matter their affiliation.

It is a fairly smart and stylish resolution, I believe, though I admit it was type of a little bit recursive nightmare–recursion be like that xD. I needed to arrange particular exams to have the ability to reliably repeat and repair points, and simply once I thought it was fastened, filling a room with all method of different robots and randomly pushing by them in varied instructions would crash the sport once more in some new and surprising method, or push one in an surprising path. The weirdest concern I recall was when pushing one blocking robotic managed to crush it to demise whereas concurrently pushing a unique robotic that wasn’t even on the goal path!?

Ultimately it at all times labored, whew 🙂


Pushing blocking robots out of the best way whereas in management of a big host.

On the UI aspect, multitile Entities naturally even have a good variety of points that require particular dealing with, a lot in order that I completely separated out the code for his or her participant motion enter processing, in addition to excluded from these choices sure actions that will be problematic in additional ways in which I did not have time to handle (resembling interacting with machines, or ramming with intent to break or destroy robots and terrain).

Nonetheless, they’ll carry out a majority of helpful actions, and most significantly they work!


Different useful tweaks particular to multitile player-controlled actors embody exhibiting the full-width path preview/spotlight. (As ordinary the trail will be highlighted in a brighter colour, however this screenshot is taken with the default look when merely shifting the cursor throughout the map view.)

After the entire above structure and design worries, I used to be happy to see Polymind work out in the long run. Whereas at first I may think about numerous potential points down the street, I additionally actually wished to deliver Polymind to life, so quite than fret over all of them prematurely and take a look at to attract up detailed plans, as quickly as I had a basic feeling that it could be possible I merely began, which helped keep away from the inevitable short-term paralysis from seeing so many points with out clear options.

We have barely scratched the floor right here and you may already see there have been tons of shifting elements behind this occasion (and as you may see later numerous code!), however typically it’s important to simply say “I am going to determine it out after we get there” and hope for the most effective :P. No less than the preliminary feasibility research the place I examined a few of these basic questions steered I would not hit any severe present stoppers on the best way!

Polymind-specific Options
Past merely taking management of different robots, sharing their elements and fundamental stats, conceptually what does that imply, each when it comes to gameplay and theme.

Thematically this goes again to gamers’ unique want to roleplay a Employee, doing Employee issues. (And truly even earlier than all that, one participant specifically (zxc) at all times thought it will be enjoyable to have the ability to quickly disguise oneself within the common sport purely in an effort to bypass enemies, although a mix of great technical hurdles and steadiness points saved me from contemplating it in a extra severe capability.)

That is the place suspicion and jobs are available. An concept central to the gameplay right here is to stay unsuspicious, and for that to work we clearly have to outline a brand new set of capabilities outdoors the scope of what is provided by the sport by regular half interactions.


An excerpt from my preliminary Polymind design notes (itself a 3k-word doc xD) on what varieties of new talents could be crucial to supply an honest vary of actions.

The above listing of talents provides a few of the instruments crucial to stay unsuspicious. It’s not, nevertheless, an exhaustive listing of how to switch suspicion (both up or down), since different related actions are already lined by current behaviors, resembling fight, and even simply Operators working at terminals (hacking!) or Minesweepers accumulating traps. However these are very straightforward to include since they already existed within the code, whereas the notes had been targeted on the creation of completely new options which might require separate implementation.

But extra thematic talents had been listed as prospects, however could be too complicated to sort out within the quick time period, and for little profit in comparison with the significance of core behaviors one expects from the bot courses listed above.

New options additionally usually require new supporting interface parts, at the very least regarding QoL to clean out the expertise. For instance a few of these class talents require a option to designate legitimate targets, resembling areas for tunnelers to dig.


Tunneler hosts are pretty restricted within the areas they may also help out, however at the very least excavating is a particularly efficient method of reducing suspicion.

For the Engineer specifically I made a decision Polymind-specific highlighting was pointless, since by default even within the common sport it is fairly apparent when areas have been destroyed and are in want of restore.

For just a few of the extra complicated hosts, it turned essential to blink different robots in white or pink to indicate what motion would happen if interacted with given the participant’s present host and standing. It’s because merchandise toggle state, suspicion degree, and whether or not the goal is hostile may all affect what motion at the moment applies.


Demonstrating the usage of a Mechanic to dismantle a lone Grunt, after which a Recycler steals and recycles its elements, then we put it again along with backup gear. Toggling the Recalibrator highlights legitimate targets within the colour matching what is going to happen upon bumping them.

The precise that means of those colours, and sophistication talents basically, are conveyed by the Polymind information panel for the present host, accessed by the standard particular occasion UI window over the bottom-left nook of the map.


By necessity Programmers are some of the complicated hosts to regulate since they’ve a number of capabilities, however there isn’t a Polymind-specific command system so every part should be managed by the usual actions, and mirrored on the map so the participant is aware of what is going to occur.

The data panel consists of the entire host’s innate stats, like built-in vitality technology and injury modifiers, so taking part in Polymind and controlling totally different hosts presents an attention-grabbing different method for gamers to realize deeper perception into robotic capabilities (and weaknesses!) even within the common sport.


Heavy-class hosts are actually highly effective. My first Polymind run received by mainly spending more often than not in one in all these guys obliterating every part, and typically doing my job to attend for the proper second to strike 😉

Additionally on that panel is a listing of any intel obtained from controlling a brand new host of that class. The intel concept was one thing I added solely on the very finish, not solely as a result of it is logical, but in addition for design causes: Gamers try to make knowledgeable selections as they hop round between bots, and intel helps in that regard whereas additionally giving but one more reason for eager to take over a number of totally different bots to start with, relying on the circumstances. So it isn’t nearly what the bot is able to, but in addition what data they’re going to reveal once you take management. This information can be usually tied to their respective jobs, so this characteristic brings method too many benefits to go away it out…


Haulers have some okay intel, however had been one of many non-combat courses that sadly didn’t get a job as a number. Logically talking there may be materials to work with there, since they usually do have duties to finish, however implementing them would’ve been extra sophisticated.

Happily the intel portion was a lot much less work that it in any other case would’ve been, as a result of it drew instantly from all the traditional robotic hacks you’ll be able to carry out on 0b10 bots to get data!


My Polymind design notes specifying intel from varied courses, the bulk merely correlating to numerous current robotic hacks.

This Watcher host intel acquisition sequence and impact appears suspiciously like a profitable map_route hack! (a superb bothack, by the best way)

Stability
This mode was designed beneath numerous time stress, that means not a lot time left on the finish for correct steadiness work. A lot of the steadiness for Polymind’s first launch was primarily based on hypotheticals, although I do suppose it labored out fairly nicely for essentially the most half.

As soon as gamers received maintain of it, and I had a chance for actual playtesting myself, there have been a number of updates inside per week of launch to make some changes, however nonetheless nowhere close to the eye a mode like this might get if it had been to change into one thing even larger. As a timed particular occasion although, I am glad so long as it meets the purpose of being enjoyable for at the very least a short time.

Apart: Designing these occasions feels considerably like a 7DRL–basically you have received a brand new core mechanic round which to shortly design a novel expertise, simply inside the confines of Cogmind’s world. So in that sense despite the fact that I hardly ever take part in 7DRLC (despite the fact that I at all times need to and have plenty of concepts for it xD), technically I’ve made a superb many “XDRLs” over time. Actually, on that notice the concept for POLYBOT-7 got here from what was initially going to be a Cogmind occasion!

On the subject of enjoyable, the related “numbers” talked about earlier may positively have used extra tweaking, however that degree of steadiness requires a good quantity of knowledge that we simply did not have but.

There are a lot of numbers concerned, however among the many most vital, and quite a few, is the price of taking management of every kind of host. In fact it may possibly’t be free, so for this I resurrected the thought of Protomatter first launched for the RPGLIKE occasion, a matter-like merchandise salvaged from some robots in its place mode-specific useful resource.

Even when I did have time for correct playtesting (I did not…), we might nonetheless want some type of place to begin for setting these prices, so I made a decision to base them on a components derived from every robotic’s core integrity and publicity:

price=[core_integrity] * (1 + ((0.40-[core_exposure%]) / [core_exposure%]))

This components makes use of 40% as a median core publicity and will increase or reduces their integrity-based price by a corresponding proportion after they have a decrease or larger worth than that. The precise prices usually are not as vital right here, it is extra about relative price, since we are able to at all times tweak the Protomatter drop fee and quantities as crucial, however the concept is to assign a better price to extra highly effective robots, and by design energy degree usually corresponds to core integrity and publicity.

I initially tried a components primarily based on half score, since many capabilities are primarily based on elements, in spite of everything, however discovered that to be total too unreliable as a foundation for price. Basing it on integrity/publicity is not excellent, both, however it must do!

I additionally thought of however didn’t issue robotic velocity into the formula–faster robots do certainly get pleasure from higher survivability on account of their velocity, however so far as Polymind mechanics go, balance-wise it isn’t solely extra possible that sooner hosts will lose their capabilities, it’s also usually extra possible that high-integrity/low-core-exposure hosts can be extra able to buying further Protomatter (by the destruction of different robots) in an effort to preserve taking management of different targets. Quick hosts actually have their benefits, however usually don’t contribute as a lot to later progress (or rating, for that matter).

Whereas constructing the occasion I used to be frightened Polymind could be too straightforward total, however because it seems the problem ramp is much like the common sport, rising more and more difficult all the best way to the top. To offer that declare some context: Cheaper host-dense early depths make it simpler to keep away from detection fully if desired, in comparison with later maps that are a lot bigger, together with the standard more and more highly effective enemies roaming about regardless of Cogmind getting access to fewer instruments (usually little to no stock, and no half swapping, slot expansions, or most consumables). Fight turns into all however unavoidable at some junctions.

Polymind continues to be very winnable, in order that’s good, however whereas I just like the ensuing problem degree, it may nonetheless stand to be tweaked and expanded for an excellent smoother, better-balanced expertise.

As ordinary when engaged on a brand new characteristic, whereas constructing it I additionally made a listing of areas or potential add-ons that might be vital to look at for “elective steadiness tweaks” in a while, relying on how the ultimate gameplay seems and what gamers do with it, although for the following updates I didn’t but have to revisit that listing a lot since lots of these choices had been applied shortly earlier than even the primary launch as soon as I spotted there’d be no time for playtesting and as a substitute continued on the intuition that they’d inevitably be utilized anyway. (I had wished to let patrons check out Polymind prematurely and tweak from there, however once more there was no time.)

Polymind can particularly get bizarre outdoors Complicated 0b10, in branches, for the reason that mode was primarily designed round non-branch content material. However in contrast to a few of the earlier occasions (Abominations, for instance) and problem modes, I did not need to forestall the participant from visiting branches and interacting with a lot of the sport content material, particularly when it is doable to take management of a complete bunch of various hosts on the market as nicely, plus set off attention-grabbing sport occasions. So whereas all maps had been left accessible, we needed to merely assume that each one the opposite factions acknowledge you as Cogmind no matter your present type, and plot/NPC interactions roughly stay the identical. In order that’d be one other space that might be expanded or addressed in different methods, a subject I am going to get into extra on the finish.

Gamers Meet Polymind
Half 2 of this text appears at participant stats, technique, merging code, and extra…


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Particular Mode Design, Polymind Half 2: Gamers, Stats, and the Future
[Cross-posted from the devblog here–follow link for better formatting and light-on-dark style.]

Final time in half 1 I lined every part main as much as Cogmind’s Winter 2022/Polymind occasion, so structure, UX design, steadiness, multitile robotic concerns and so on. Now let’s check out the aftermath!

After Polymind was lastly launched and I may take a breather, I had numerous enjoyable seeing different gamers dive into it, mirrored each in what’s been shared on the Discord server and likewise just by trying out scoresheet uploads since these embody new data particular to the occasion mode.


It is particularly humorous seeing Cogmind within the scoresheet’s ultimate map abstract represented by a personality aside from ‘@’, as seen right here in a picture shared by Captain Croissandwich who’s simply across the nook from the exit/win after having already opened the door, as a ‘u’ (Builder/Engineer)… kinda surrounded by unfriendly bots that had clearly change into too suspicious!

Any time new play kinds are launched, there’s at all times a superb little bit of exercise in the neighborhood since determining a brand new meta in an in any other case acquainted world is an attention-grabbing train for followers. Polymind being a reasonably excessive departure from regular Cogmind, there’s loads to determine.

My hope was that gamers would discover inventive new options to challenges, or at the very least enjoyable points to toy with whereas setting their very own distinctive objectives in addition to merely profitable.

Some methods are apparent, as meant, resembling preferring to take management of allies since their price is at all times a lot decrease (usually by 66%, although there are exceptions), and others are extra oblique, resembling acquiring robotic schematics and fabricating fascinating allies to then management.

The beauty of combat-capable allies is that later releasing management would not lead to having an offended hostile proper subsequent to you. Fight-capable hosts are helpful, even required typically as a result of they’re extra resilient whereas additionally being the first methodology of acquiring extra Protomatter, however as aptly described by gamers there’s a “driving the tiger” facet to attempting to go away a hostile one behind when you’re in management. You will possible need to get their weapons shot off first, or have another plan.

Gamers additionally got here up with the attention-grabbing technique of utilizing Restore Stations to take away undesirable elements out of your host, since in contrast to Cogmind, hosts usually are not able to reattaching the repaired elements themselves.

NPCs are generally desired hosts, usually costly but in addition comparatively highly effective in comparison with commonest Complicated 0b10 bots. Strategically talking, the principle purpose of taking a fight host is to finally find yourself with extra Protomatter than you spent on it within the first place, so we’re again to the significance of these price numbers, and little doubt extra advantageous tuning is named for.

On that notice one notably sturdy technique is “Tracker chaining,” or deliberately getting what are usually harmful enemies despatched after you, particularly with the intent to take management of them and use them to struggle their friends–rinse and repeat as you progress. In a later replace I needed to considerably up their price as a result of Trackers are a particular robotic outdoors the traditional construct balancing guidelines, at the very least insofar as our integrity and core publicity variables don’t mirror what they’re actually able to. Even after the rise they’re nonetheless good, although considerably extra balanced.

Some of the attention-grabbing discoveries, made by CaptainWinky, takes benefit of a Mechanic host’s restore talents to construct robotic mates! Usually Mechanics use a set of Backup elements from their stock to revive fundamental performance to robots which have misplaced their energy/propulsion/weapons, and I had assumed that when becoming replacements they seek for the suitable Backup-named half, however no… The idea is that their stock would by no means include something aside from Backup elements, so the code truly simply checks for any accessible stock elements that match the specified goal slot (a sooner verify). You possibly can see the place that is going 😛


An everyday controllable grunt with very highly effective gear xD (screenshot by CaptainWinky whereas testing the idea in wizard mode)

Since they don’t seem to be restricted to Backup-series elements, with a Mechanic host you’ll be able to collect different elements and “restore” your allies with a totally different loadout. Completely did not anticipate that, however it’s nice.

In observe it is in all probability onerous to benefit from since it is a restore performance in spite of everything, one that may’t be used until the ally in query has an empty slot after taking injury. Different robots usually are not often very resilient, so by then their core will usually already be broken as nicely, after which even with new elements they’re going to in all probability find yourself dying shortly anyway. It’d come in useful in a while with stronger robots, or in particular conditions. You can also’t match any utilities to a robotic, since that is not a class of elements they substitute with Backups (though this particular discovery truthfully has me occupied with including one thing that will slot in as a Backup utility).

Stats!
Now that the occasion has come to an finish, the Polymind leaderboards have reached their ultimate state, and it is time to evaluation the run information and pick some stats for nearer examination!


Ultimate Polymind leaderboards.

I tacked a pair further days onto the top of the leaderboard cutoff previous when the Polymind autoactivation interval ended (by January seventh) in order that anybody who had began a run close to the top had a while to complete it and nonetheless be included. Meaning the official occasion ran for about 16 days, although different runs outdoors that interval (and any further lower-scoring runs for every participant) can in fact be discovered within the full Beta 11.2 run database.

Throughout this era, a complete of 786 Cogmind runs had been submitted, 328 (41.7%) of which had been one thing aside from Polymind. In a majority of circumstances these different runs had been new gamers who did not but qualify to have the mode begin routinely, the rest being anybody who deactivated it manually (did not need to take part) or taking part in another particular mode (launching any new occasion tends to deliver consideration to previous occasions).

The info we’re right here is for the 457 Polymind runs (58.1% of the overall) submitted by 113 distinctive gamers. That is a median of 4 runs per participant. Polymind run counts per participant ranged from 1 to twenty, however most individuals performed by at the very least just a few runs. (Reminder: Cogmind run information is opt-in, so we have no information for many who usually are not submitting scores.)

There have been a complete of 14 Polymind wins by 10 distinctive gamers, together with two prolonged wins (each by aoemica). All profitable runs apart from one took lower than three hours, and most had been about 1~2 hours, in order reported Polymind runs do are typically sooner than common Cogmind (see the Beta 10 stat abstract for a graph of Win Rely by Hours). The diminished size comes primarily as a result of you may have few vital incentives to take detours and gather department rewards, and even search out particular items–it’s merely a matter of survival to the top by a technique of controlling different bots whereas gaining sufficient Protomatter to keep up that momentum.

Complete play hours for this information set clocked in at 276 hours, so about twice what I spent on it. Not an important ratio, however then not stunning since I largely work to serve a smaller variety of long-term gamers at this level, and as I am going to write a bit about later, a few of the work may affect the principle sport itself and acquire extra longevity that method. Plus in fact some individuals will nonetheless play Polymind sooner or later.

Polymind Lessons
One of many extra enjoyable bits of Polymind information which I used to be keen to look at is the category distribution listing, since in contrast to the traditional conduct which derives participant construct sorts from their present loadout, right here we may as a substitute use it to see what courses of bots they’re preferring to regulate (I had the system swap to easily reporting the present host class).

Amongst these runs with a Dominant Class of “Cogmind,” that means their commonest state was operating round bare with no host in any respect, the bulk had been understandably restricted to the early sport (first few depths). 38% of Cogmind-dominant runs, nevertheless, reported making it to the mid- or late-game (none received), with half of these additionally bare for the majority of your complete run.

In fact most Polyminds spent their time in charge of hosts, as anticipated, averaging 4 totally different courses of host all through their run.

The record-holder for biggest variety of distinctive courses managed in a single run is CaptainWinky, whose listing consists of 11 totally different courses (making it onto the listing requires spending at the very least 3% of the run utilizing a given class):


CaptainWinky managed a Sentry-class robotic for twenty-four% of their run, but in addition managed hosts of 10 different sorts.

The variety of distinctive host courses ranged from 3 to 9 amongst profitable runs, so usually above common. Truly, the one profitable run with a below-average dominant class rely was my very own–only three! Throughout that run (being my first) I attempted out plenty of different courses, however not for a big sufficient chunk of relative time to be included within the listing.


Class distribution for my Polymind win.

As you’ll be able to see I am a fan of Heavies and their devastating firepower and simply throughout buff part-covered builds (plus they’ll relaxation off their suspicion at guard factors!).

Regardless of my excessive 62% choice for Heavies, amongst profitable runs that one truly ranks behind one other for emphasis on a single host: LILY’s dominant class was Programmer, at 67%!


Dominant class for every of Polymind’s profitable runs, ranked by how dominant it actually was all through that run.

Right here I ought to point out that I am not differentiating issue modes for the aim of Polymind information evaluation. LILY had the one non-Rogue run among the many wins, one in all 76 (16.6% of the overall).

To offer a few of the information popping out of those lists correct context, we’ll even have to clarify one of many quirks of the category system: Whereas gamers are actually acquainted with frequent Grunts, Sentries, and whatnot, some will not be conscious that there are different particular robots additionally categorized as those self same courses. For instance, some runs could present a excessive proportion of Swarmer hosts, like KTG-v3’s win spent 48% as a Swarmer! Inspecting the historical past log from that run we are able to see they certainly will need to have managed frequent Swarmers for quite a few maps earlier than lastly switching to the one and solely Tracker (a particular, extra highly effective, kind of Swarmer) they finally managed in Analysis.


KTG-v3 takes management of a Tracker in Analysis. Earlier than this, seven of the maps they traversed utilizing frequent Swarmers.

So the historical past log offers extra colour as to what sorts of particular hosts every participant managed, as does the event-specific “host kill rely leaderboard,” each of which report the precise variant or identify of the host. It’s there that we are able to look at hosts of specific curiosity.

122 (26.7%) Polyminds managed at the very least one distinctive particular host, with about half of these controlling multiple. teen managed the most important number of particular hosts, eight in all, in a run that finally went on to win.

By far the preferred particular host to regulate was EX-DEC, an Exile that might be met early and managed for comparatively low-cost, contemplating the formula-based Protomatter prices. EX-DEC isn’t usually a fight bot, however does carry a decently highly effective autonomous weapon that enables them to maneuver and shoot on the similar time.


Particular hosts ranked by complete occasions managed throughout all Polymind runs.

The Tracker is up there, too, being fairly low-cost for a superb whereas (that components once more…) till I considerably elevated it manually in a later replace (although nonetheless a lot price it contemplating how highly effective they’re). Beasts make sense at #3 as one of many earliest methods to have some enjoyable with a damaging multitile robotic. The following two, Strikers and Executioners, together with many others on this listing are clearly from Warlord-related occasions the place these fight bots are both low-cost (allied) or at the very least plentiful and efficient. Most of the relaxation are varied NPCs, since virtually nothing was off limits for management, and NPCs usually have respectable loadouts.

The total mapwise Dominant Class listing that goes together with these will be much more attention-grabbing, in an effort to see which stretches of the world, and for the way lengthy, gamers used them, however that information incorporates a lot larger spoilers so I am going to go away that off right here. You possibly can at all times try different Polymind stats by yourself by inspecting the uncooked Beta 11.2 run information to see extra (kind by Mode to extra simply discover all Polymind runs).

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Polymind-specific Scoring
Some larger Cogmind occasions include their very own devoted part within the scoresheet for recording event-specific information, and for Polymind there we’ll discover another entries in addition to the host kill leaderboard.


A pattern Polymind scoresheet’s information part.

Among the many Polymind-specific scoresheet information, we now have the Prime 5 Hosts by Kills per run, the place it is attention-grabbing to select essentially the most damaging particular person hosts amongst profitable runs. Captain Winky led on this class by far, having managed to take management of 8R-AWN, by far essentially the most highly effective early goal but in addition very costly for that depth, therefore solely getting used twice through the occasion.


Polymind’s ten most threatening hosts (and their controlling participant) amongst profitable runs.

The kill information get even larger if we embody all runs, even those who didn’t ascend:


Prime 10 particular person Polymind hosts by kills, throughout all runs.

Captain Winky continues to be up there, in truth the one one on each lists. We are able to additionally see the one different 8R-AWN controller ;). And Perseus certain is aware of the right way to get essentially the most out of a number!


Listed below are some extra samples of host leaderboards submitted in varied scoresheets. Every ranks the most effective hosts by kill rely, and the place they had been first managed.

Observe that through the first couple days of the occasion there have been some points with the host kill leaderboard system (fastened in one of many a number of patches), so technically a portion of the sooner runs could have failed to contemplate just a few hosts for inclusion.

With an extra fleshing out of the job system, it is also attention-grabbing to tally a corresponding “unsuspicious leaderboard” rating particular person hosts by how a lot they contributed to reducing suspicion over their lifetime. This might permit us to see what sorts of hosts had been getting used for that goal, and their relative effectiveness.

Lessons Managed tallies could be enjoyable to look at over the long run if gamers had been to proceed doing many Polymind runs, however as an occasion there are solely so many runs per participant. This implies the probability of optimum play is pretty low, as everybody continues to be experimenting with prospects and studying what they’ll do with totally different hosts, making that stat much less significant for mixture evaluation proper now.

Robots Managed information may maintain some insights, particularly wanting on the proportion of recent hosts at every depth that are combat-capable, though pulling these numbers from our information set in a significant method could be fairly difficult so I did not go that far…

Common host suspicion amongst profitable runs was 64.2, decrease than I anticipated! And amongst non-winning runs the common was 60.7, so not a big distinction. Among the extra attention-grabbing runs on this regard:

  • Thermalderp averaged solely 26 suspicion, surviving 90% of the run as a Recycler and making all of it the best way to a -6 Garrison earlier than being destroyed by a Grunt
  • Perseus spent 78% of 1 run as a Programmer and made all of it the best way to -1 with a median 32 suspicion
  • LILY and lyrabold tied for the bottom suspicion (40) amongst profitable runs, the previous additionally surviving 67% of the run as a Programmer, and lyrabold 58% Sentry.

Bonus Factors
Exterior the Polymind part, we even have a particular bonus level entry merely referred to as “Polymind Talent.” This worth is a mix of a number of elements to reward gamers for being good polyminds, usually awarding factors for conduct and achievements that aren’t usually sources of bonus factors (or do not even exist within the common sport).

On the excessive finish Polymind Talent tended to contribute about 10-20k factors to 1’s ultimate rating, so usually counts for a reasonably vital chunk of that.


Prime 20 Polymind leaderboard scores, together with the proportion of that rating accounted for purely by the Polymind Talent bonus.

To match, I additionally reranked the leaderboards by Polymind Talent to see what would come out of that:


Polymind leaderboards ranked by Polymind Talent (ultimate Prime 20 solely).

Solely a pair gamers swapped in/out of the Prime 20 when switching metrics, so the impact was not vital in that regard, though it did allow just a few gamers within the Prime 20 to leap fairly just a few locations.

I used to be pondering it could be enjoyable to rank the ultimate Polymind leaderboards utilizing this methodology, however I might first need to additional tweak the values and formulation used to generate the bonus, since all that was set primarily based on idea, earlier than Polymind had ever been performed.

Perseus earned the best Polymind Talent of any run (23176, 32% of their complete rating), and Captain Winky earned the best amongst all wins (17933, 41% of complete rating).

aoemica had the one prolonged sport wins, and whereas each of these runs had by far the bottom Polymind Talent as a proportion of rating (each solely 18%), that is a extra possible end result as branches and prolonged sport areas provide plenty of different level sources to tip the steadiness in favor of non-Polymind scoring. So far as true play type goes, we may get extra correct readings by wanting solely at important maps, for instance.

One of many preexisting bonus rating parts pairs particularly nicely with Polymind: pacifism. Polymind’s capabilities in fact lend itself to aiming for much more factors (and survivability!) through the Pacifist bonus (the best way it usually works is that you just obtain further factors for every new depth reached with out having destroyed any robotic on any earlier flooring, usually achieved by both avoiding enemies fully, operating from them, or utilizing different technique of dispatching them). Polymind can pretty simply stay unsuspicious within the early flooring, that are dense with cheaply managed non-combat bots, and the info strongly displays that: 44.4% of Polymind runs had at the very least some Pacifist bonus, fairly excessive in comparison with a mere 4.5% within the common sport!

Taking a look at runs with the best Pacifist bonus, we see a bunch of recent names:


Prime 5 Polymind runs by Pacifist bonus.

These gamers had been notably fascinated with remaining undetected, solely typically controlling a fight bot resembling a Sentry or Hunter to collect Protomatter for extra sneaking round (finally shedding their pacifist streak at that time until they’d acquired Protomatter by different means). Above I solely listed the first class for his or her run, although they tended to regulate a superb number of courses throughout their run, at the very least 5~6 differing kinds.

lcbb_tuk specifically had an attention-grabbing one, sticking with the identical Watcher picked up in -10/Supplies for your complete run. They had been apparently making an attempt to hurry run it with that Watcher, an honest alternative because of their velocity, evasion, and sensors, all in a single bundle, however finally headed into the Higher Caves the place they had been chased down by a P-70 Sage.

Way forward for Polymind
Like most Cogmind occasions, Polymind will stay accessible in future variations of the sport. (An inventory of all at the moment accessible modes, every with a abstract and date after they had been held, is avaiable within the guide.)

Seeing as I had already finished numerous work on Cogmind’s subsequent model (Beta 12), and that model wasn’t but itself prepared for launch, Polymind was developed as a part of the general public Beta 11.1 department, and launched as 11.2. (Patrons discovered it humorous that when beginning up their Beta 12 builds the date-based model notification system knowledgeable them {that a} “newer” model was accessible, despite the fact that Beta 12 has much more new stuff :P)

As a reasonably large undertaking, one which even included just a few options we would like again within the common sport as nicely (that new drive melee toggle!), there’s loads to import into the upcoming Beta 12. I usually do not trouble concurrently working with a number of branches like this, however right here it made sense.

Out of curiosity I checked simply how a lot the code base expanded with the addition of Polymind and was shocked to see it clocked in at practically 5k traces! Strains of code is in fact a reasonably unhealthy metric, however it’s straightforward to calculate and enjoyable to match nonetheless, so long as the context and limitations are understood. Naturally we need to see how Polymind weighs up in opposition to Cogmind’s different particular occasion variations 🙂


Strains of code added for every of Cogmind’s particular occasion variations over time (2017~2022).

Yep, as anticipated Polymind is a chonky one. Additionally, fond recollections of constructing a whole occasion in a single hour–Launchers mode, Cogmind’s first ever April Fools Day occasion, which was unannounced and actually caught individuals unexpectedly 😉 (it was made and launched on a whim that very morning). Observe that a few of these bigger builds had been accompanied by unrelated adjustments or fixes that would affect the LoC rely, however the overwhelming majority (if not all) of every was about the principle occasion. Additionally notice that some occasions added information as nicely, however I solely in contrast supply code for the needs of this graph (it is possible the same ratio, besides with Vacation Mode 2017 which was a data-heavy mode and that is additionally a part of the explanation it was solely playable in that model of Cogmind–I did not need to preserve all that information polluting the later variations).

Anyway, time for Beta 12 Polymind. I’ve merged code earlier than, however not anyplace close to on this scale, so I searched up a brand new instrument to assist facilitate the method and located the beautiful Meld. It is very straightforward to make use of, will be navigated just about completely by keyboard for quick merging, and helps three-way comparisons of directories and the contents of their information.


Meld comparability of information between Beta 11.1, 11.2, and 12.

That is excellent for my case since I can load up the unique 11.1 alongside 11.2 and 12 whereas shifting all the brand new elements of 11.2 into 12, most of that are detected simply advantageous.


Meld supply code comparability between Beta 11.1, 11.2, and 12.

There have been only a few circumstances the place I needed to look a little bit nearer because of some adjustments whereas writing Polymind that affected the general logical group quite than easy modification to traces of code.


A comparatively uncommon sighting throughout this course of: purple denoting an apparent battle.

In fact this was additionally useful for merging all the opposite supporting supplies as nicely, so not simply supply code but in addition media information (SFX!) and exterior information/scripts.


Pattern information comparability between log message definitions.

After finishing the merge, I went and examined it out by streaming a spherical of Polymind within the IDE. It was meant to be a brief one, adopted by switching over to common Cogmind to make sure that’s working correctly as nicely, however I ended up having an excessive amount of enjoyable (and likewise taking part in nicely sufficient regardless of playing around) to get actually shut to a different Polymind win 😛

Because it was mainly a check run for dev functions, there’s some dev discuss in there, too.

Amongst my notes for Polymind, as I constructed it I used to be additionally recording options that will be good if it had been revisited in the future for a big replace.

In all probability highest precedence amongst them could be making it so that nearly any 0b10 robotic has extra related jobs it may possibly do, particularly fight bots. Derelict incursions! Calling for assist from Garrisons! Mainly issues that will’ve required a lot extra distinctive content material and balancing to really produce, and due to this fact past the scope of this occasion. No less than there’s the low-hanging fruit of guard-type robots having the ability to stay at designated guard spots to decrease suspicion, however even that system might be expanded.

Examples of different concepts:

  • correct faction responses to numerous host sorts outdoors 0b10
  • extra machine interactions for 0b10 courses
  • add derelict reactions to having been a number
  • rework the “hidden faction” concern, since that does not matter in Cogmind however clearly impacts conduct in Polymind

I used to be pondering, and others had been even later commenting, that Polymind may actually be developed into an entire totally different sport, leveraging the world of Cogmind and layering over it an alternate story and gameplay objectives. In fact making one other sport is on an entire totally different degree when it comes to work 😛

There are already different possession-focused roguelikes, a stunning quantity, truly, together with additionally a number of 7DRLs, business tasks, in addition to a number of video games during which it isn’t the central mechanic however does at the very least exist as a capability.

In any case, a few of the smaller bits from my notes that by no means made it into the Polymind occasion will possible discover their method right into a future launch of Cogmind anyway, like I typically do for different main different modes when individuals are nonetheless taking part in them. There are nonetheless a pair fixes to return, however I did not need to do but extra releases through the occasion interval, since there had already been a number of…

And even when Polymind isn’t revisited in a significant method, experimenting with occasions like this, and the options required to get them playable, typically has a method of filtering again into the common sport in some type or one other.

Like I found and experimented with what it is like if the participant has a option to quickly be “pleasant” with 0b10 (with out truly altering faction alignment), reminiscent of that zxc concept about disguises talked about earlier. Perhaps we now have an inexpensive framework for that now?

Multitile Entity pushing is one other characteristic that would provide a possible route for fixing motion points with very massive bots (as long as it’s going to agree with the AI–there is a definite distinction between permitting the participant to do one thing and getting the AI to make use of it correctly).

That backup utility for Mechanic repairs is certainly on my radar now, too…


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« Final Edit: March 12, 2023, 04:48:51 PM by Kyzrati »
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Roguelike-Discord Integration Utilizing Webhooks
[Cross-posted from the devblog here–follow link for better formatting and light-on-dark style.]

When Cogmind’s first business model was launched in 2015, I concurrently opened the model new Grid Sage Boards as the principle gathering level for the group, a option to share tales, present suggestions, and usually talk about the sport. Again then boards had been nonetheless some of the frequent methods for sport communities to work together, and I additionally wished to keep up such an outlet over which I had full management (i.e. by myself server and with my very own settings and design) quite than making a house beneath the umbrella of another firm the place we might be topic to their whims over the long run.


The nice previous GSG boards!

Properly… after a yr of navigating Cogmind’s early alpha progress with the group on the boards, which had been fairly energetic over that yr, Discord got here alongside and have become that “different firm” xD

In fact the product is totally different, and due to this fact we are able to simply see why it may do such a radical job of supplanting the forums–it’s merely higher suited to this form of use, therefore the now large majority of video games that use it to construct partaking communities. Quicker, simpler real-time communication with devs and different gamers alike, along with extra pure assist for multimedia… I suppose boards did not stand an opportunity xD

Curiously, IRC may have been seen in its place, or supporting, risk for group interplay, and there have been some who wished to do this when Cogmind was first launched (I used to be there, too, for a short time), however we now have to confess IRC is simply not pretty much as good for many people–Discord basically took IRC and made it extra simply accessible to the plenty, which is outwardly precisely what the plenty wished and wanted.

For some time myself and some different gamers tried to maintain the boards energetic, however the group drive to relocate to Discord was swift and unstoppable…

The boards are technically not useless dead–they nonetheless get used as a extra official repository for bug experiences, or by somebody who desires to submit one thing to a location extra completely and simply accessible to all. It is also my main outlet for official bulletins (that is noticeable when, for instance, my launch notes are too lengthy to suit on Steam so I hyperlink to the boards the place I can share them of their full glory as a result of, once more, I management the settings to permit that :P). And we use the boards for the occasional REXPaint characteristic/assist dialogue, so yeah they’ve their makes use of even now.

Roguelikes Discord
Again in mid-2016 a few mates determined to make a brand new Discord server on the subject of roguelikes, and began asking related devs like myself to hitch. I made a decision to attempt it out, and it was kinda neat having the ability to chat with different roguelike gamers in actual time (oh no, we moved additional away from turn-based chatting?!).

The Cogmind group began exhibiting up there fairly quick, draining energetic members from different retailers (together with the principle boards, subreddit, and related threads on different boards) because it was simply a lot extra pure and pleasurable to have interaction others through flowing conversations quite than delayed posting and repeated reloading of internet pages.

The server turned the house of many conventional roguelike communities (small as they could be), and likewise the “official” Cogmind server, which I prefer to preserve embedded there with all the opposite roguelikes.


Present #cogmind channels on the Roguelikes server. We ended up including increasingly Cogmind channels over time, although most are hidden from the common server member so it isn’t too annoying until they’re truly there for Cogmind content material 😛

Seven years later we’re nonetheless there, with numerous the identical of us biking out and in over quick or lengthy intervals, and veteran gamers mentoring newer ones. We additionally usually get fascinated with different roguelikes on the server and play these 🙂

Anyway, Discord positively has its drawbacks, however it works nicely as a main communication instrument for gaming communities so it is no shock its use has exploded over time.

Discord Integration?
When a group is closely concentrated in anyone type of social media, you naturally begin to consider leveraging that platform to encourage group interplay and enhance the general expertise. Discord itself in fact desires to capitalize on this impact and promote associated options, so it offers an SDK for doing such issues.

The primary characteristic some may think with regard to utilizing the SDK is at the very least some type of so-called “Wealthy Presence,” which is what I thought of a very long time in the past when gamers requested about that as a risk. However I did not need to bloat the dimensions of the sport only for that–didn’t appear price it.

Quite the opposite, on the time I spotted that I already built-in the Steam SDK by necessity (and it is a separate construct from the DRM-free launch, due to this fact solely affecting these utilizing Steam to start with), so I figured it could be low-hanging fruit with none drawbacks to at the very least introduce Steam’s Wealthy Presence as a enjoyable little aspect undertaking. I did that in 2019 and wrote concerning the course of right here.

However integrating with Discord by no means appealed to me.

Then I realized extra about webhooks and had an concept.

Webhooks!
It seems you’ll be able to technically do a type of Discord integration with out their SDK, utilizing these “webhook” thingies…

Now I am certain this was apparent to individuals versed in Discord and even on-line platforms basically, however even having seen some in motion I would by no means actually identified how webhooks work, me being usually blind to internet dev.

I overlook what it was that triggered the belief, however some weeks in the past I turned conscious that 1) with out embedding the Discord SDK I may 2) merely have Cogmind ship messages to the Discord server, and that was all I wanted to know to give you a doubtlessly cool new characteristic 😉

Discord’s dev assets cowl every part it is advisable implement webhooks, at the very least on their finish when it comes to what you are able to do and the right way to format every kind of knowledge. On the sport aspect you may most basically want a option to make an HTTP POST request to supply the message textual content. That’ll be dealt with in a different way relying on no matter languages or libraries you are utilizing, so I will not cowl that right here.

One vital consideration price mentioning if you happen to plan to ship loads of messages, and need all of these messages to really be posted: You will have to have a option to deal with webhook fee limits.

I received my first Cogmind-Discord interface all arrange and correctly sending messages that appeared on my check server, then I attempted to do a little bit of stress testing to simulate excessive eventualities solely to seek out… not every part was showing xD. Okay yeah that is sensible.


Me typing to myself in my solo check server as I used to be constructing this characteristic 😛

So quite than firing off messages as quickly as the sport wished to ship them, I had to return and rewrite it such that 1) there is a message queue and a couple of) Discord’s server response is definitely checked to see if the final message went by and three) if not, what is the requested retry delay and wait that lengthy earlier than persevering with with the queue. Slightly extra complicated, however good to get that out of the best way earlier than releasing this characteristic to gamers then having or not it’s an clearly substandard expertise!

Happily there weren’t many technical hurdles to clear, even for webdev-challenged me. It helped that many of the heavy lifting may merely leverage all of the previous work on my HTTP interface and multithreading performance, as I could not see myself eager to dive into this if I did not have already got that basis in place. As is it actually was a pleasant little aspect undertaking that did not suck up a ton of time and will comparatively present the group with a cool new characteristic.

Content material
Now that we now have the flexibility for the sport to submit messages, what will we submit? What’s related for a roguelike? And the place does this content material go?

To start with, since there may theoretically be numerous messages coming in, and so they may are available at any time, to keep away from interrupting regular dialog within the server channels it is sensible to present the output from this factor its personal channel. Thus #cogmind-activity was born.

We are able to nonetheless chat there, in fact, simply usually it will be in response to the data coming in, and even simply drop emoji reactions to numerous occasions, total new methods to work together with different gamers’ runs in progress (or which have lately ended) with out them having to actively share any information like a abstract or screenshots.


Webhooks want an icon to symbolize the bot, so I threw collectively a bizarre, uh, exercise scene utilizing random little issues my son has collected, alongside my 3D-printed Cogmind from Runia.

I additionally added a method for the participant to manually specify a Discord webhook of their very own selecting, in an effort to redirect all of the output from their sport to another server or channel they’ve arrange.

As for the meat of the characteristic, what we’re posting…

Scoresheets
Some of the fundamental and incessantly shared items of information a couple of run is a hyperlink to the web scoresheet, which incorporates a extremely detailed abstract of just about each facet. I wrote loads about these scoresheets again after they had been additional expanded in my Final Roguelike Morgue File sequence.

That is additionally the very first thing I used to be pondering with webhook use–players are sometimes sharing these hyperlinks manually, and the sport is aware of the hyperlink, so why not simply make it occur routinely for these group members who need to try this?


A pattern run abstract output within the wild, together with scoresheet hyperlinks and extra.

Along with the automated hyperlink sharing, you’ll be able to see I additionally included a brief abstract of core run information, together with ultimate rating, issue setting and any particular occasion mode, the variety of areas visited (good for getting an concept of how lengthy the run actually was), and the variety of robots destroyed (helpful each to indicate off in addition to telling loads a couple of run in comparison with what number of maps they handed by).

Then in fact it is vital to understand how the run ended, as in whether or not they had been destroyed (and the way) or received (and during which method, since there are a lot of win sorts).

After the hyperlinks I believed it may also be enjoyable to instantly embody a printout of their ultimate construct state, as taken from the scoresheet itself.

Within the above screenshot, discover how the webhook’s identify is definitely utilizing the participant’s identify, on this case “szymekc.” That is one in all many doable options provided by customized webhook information, and the choice would’ve been to go away the webhook identify static and as a substitute embody the participant’s identify as a part of the message itself, however 1) that wastes house and a couple of) when there are messages from a number of gamers being posted in shut proximity, this method could make it a little bit simpler to tell apart which run is which (a problem you may see come into play quickly right here).

Achievements
Though every participant will solely earn every achievement as soon as, there are fairly just a few in Cogmind (and much more to return!), and plenty of are fairly particular, so we could as nicely report on these as nicely. It is also the type of factor gamers are inclined to share on their very own, having completed some vital feat, and even an surprising or humorous minor one, which implies one other space the place automation may have the ability to contribute to the group.


Achievements seem bracketed and in italics.

Historical past Log… in progress!
One of many main new scoresheet options described at size in half 4 of my Morgue sequence, Cogmind’s “historical past log” is supposed to learn as a form of story-like abstract of a whole run, highlighting particular occasions, vital accomplishments or adjustments, or in any other case doubtlessly attention-grabbing or informative bits concerning the run.

It certainly works out as a reasonably good written evaluation of what transpired, outdoors what typical numerical information and lists can present, although as is it is in fact one thing the participant, or others, would learn after a run is accomplished (or I suppose it is doable through the run, too, through mid-run stat dumps).

You possibly can see the place that is going. As soon as I received to occupied with what extra might be provided through the webhook past the traditional go-tos, the historical past log actually popped out as an attractive choice. We have already got the ability to explain a lot of what is going on on in phrases, let’s use it! So as a substitute of simply showing within the post-run log, now every historical past message is pumped to the #cogmind-activity channel because it occurs in actual time.


Pattern reporting of runs in progress from the most recent construct at the moment in prerelease testing.

One other historical past logging pattern from #cogmind-activity.

Already we have already seen loads of commenting on specific factors throughout runs, whether or not from the participant themself, or others in the neighborhood following the runs, posing questions or making observations. It is also an alternate option to intermittently comply with runs in progress when somebody is streaming through Twitch or voice chat, when possibly there’s not sufficient time (or massive sufficient show readily available :P) to look at the complete stream.

As a part of this replace, I made it doable to set exceptions for some historical past log messages that I did not suppose wanted to be mirrored on Discord as nicely, considerably much less significant ones or those who may in any other case appear spammy. It isn’t essentially one single run we’re seeing, in spite of everything, however doubtlessly a number of and even quite a few runs that might be threaded collectively, so reducing away a little bit of the surplus is fascinating.

Who is aware of, possibly seeing the historical past log output on this format and context may even result in additional changes and enhancements to its content material, now that we now have much more direct contact with it, and in a communal house. Both method, there are actually totally different thresholds for what we need to embody in several environments.

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(…continued from earlier submit)

Enhancements
This entire characteristic has solely simply been added for the most recent Beta 13 construct launched for playtesting amongst patrons, and being a comparatively small aspect undertaking it did not precisely undergo the whole technique of what all can we do with this newfound energy?! As such, there are enhancements I am nonetheless contemplating, in addition to some that had been thought of however not noted (for now, pending oblique suggestions).

Spoilers
One of many largest dilemmas through the design of this integration was what to do about spoilers. Cogmind being a sport that lends itself to long-term exploration and discovery, sharing and dialogue between gamers is stratified into just a few distinct ranges of spoilers that the group does a superb job of sustaining to respect the needs of many gamers to stay unspoiled till they uncover content material on their very own.

In that gentle, it will make sense to, for instance, apply Discord’s spoiler tags to all related content material shared through the webhook to #cogmind-activity, making it in order that anybody may hold on the market with out worry of being spoiled.

Sadly that will be a good bit extra work to attain, and will additionally get type of annoying with all of the spoiler tags, so for now I made a decision the channel is mainly full redacted content material, no-spoilers-barred territory. Mainly it is learn at your individual danger, indicated within the channel description, which could lower down on participation there, however I believe it is essentially the most lifelike choice for now.

Coloration
One other issue I thought of whereas constructing it, and once more revisited after it was launched and I may see it in motion with a number of gamers, was the right way to higher differentiate runs when multiple is going on on the similar time.

It appeared like colour might be a doubtlessly helpful differentiator, the place every participant has their very own randomly chosen colour for his or her run (from amongst cheap/readable choices :P), and all messages from that run seem of their colour.

Sadly Discord doesn’t assist coloured textual content through any form of straightforward inline markup. There are a number of workarounds to use colour to textual content, specifically by utilizing code blocks and their related syntax highlighting, or the newer coloured ansi characteristic, or you’ll be able to even get inventive and insert some colour earlier than the textual content with embeds, however none of those approaches had been meant for such a goal, so in fact they do not do it nicely.


Utilizing ansi colour codes, which additionally forces fastened width code blocks, simply takes up a lot room… meh.

An embed-like method with a easy colour earlier than every line of textual content might be a pleasant non-intrusive resolution (if such a characteristic existed), since then complete textual content would not need to assume that colour and doubtlessly be tougher to learn…

Truly, on that notice, what about emoji? Oh my, the chances. Now that I give it some thought, it could be enjoyable to permit gamers to optionally specify an emoji to symbolize themselves, which would seem earlier than each webhook-delivered message of theirs and make it just a bit simpler to comply with runs when they’re overlapping, to not point out simply being enjoyable to play with/customise how your run seems.

On the easiest degree, as a substitute of selecting their emoji possibly we are able to assign one randomly to every participant for his or her run (which may in fact be entertaining in itself, together with for the participant :P).

And what number of varieties of coloured blocks do we now have entry to? Since these might be an alternative choice to the embed concept, prefixing run-specific traces with merely an related colour. Accessibility issues in fact indicate we must always do that with full emoji quite than simply colour, contemplating we presumably have entry to the complete array. Imma go check this as a result of it sounds cool…


Emoji check. Sure… YES!

Okay I believe we could be seeing extra of that later 🙂

Different Supported Options
Discord webhooks are surprisingly highly effective, and primarily based on the API docs it seems there are further prospects we are able to faucet into, like theoretically importing sport screenshots. To that finish, maybe there is a method for the participant to enter instructions that management the webhook, resembling after they need to manually ship photographs or different information. Undoubtedly extra sophisticated, however attention-grabbing to consider.

The webhook’s avatar is also modified for every participant, doubling as a type of run differentiator, although that is solely helpful to these customers displaying avatars, so possibly not preferrred since it isn’t common, and will additionally get a bit complicated for some individuals when precise customers present as much as chat about runs and get blended in. In that case it is in all probability higher if the webhook maintains a constant icon, since its identify is already altering, in spite of everything.

One other concept I experimented with was utilizing code blocks to attract ASCII artwork that would make for enjoyable viewing, like on the finish of a run or to in any other case spotlight attention-grabbing occasions, however whereas it is neat I did not really feel like the quantity of effort required would actually be price it in the long run.

Whereas there’s extra changes prone to come, at this level I believe it is secure to say mission completed, welcome to a different cool group characteristic 😀


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SITREP Saturday #51: “One other Huge Bang”

The world is increasing, once more! Beta 13 is including extra maps, and which means… extra lore, NPCS, and much (LOTS) extra tech. Practically 100 new objects are coming, along with a number of new bots, new AI behaviors, dozens of recent encounters… all the types of issues one must preserve new maps attention-grabbing and replayable.

I am glad on the determination to have launched Beta 12 as a standalone when it occurred (Scrap Engine, Garrisons, ECA, and so on). Though a few of it was technically not but totally built-in into the lore, it will in any other case have been fairly an extended watch for all these items with out a lot in between to maintain it contemporary, besides maybe the potential for particular occasions, however I am avoiding such detours for now so as to have the ability to give attention to this sizeable enlargement, Cogmind’s largest up to now.

Contemplate it a significant post-1.0 enlargement (with its personal full arc), simply with out the 1.0 half 😉

At the moment I am right here to share with you a little bit mid-cycle replace to present you an concept of what is up. I’ve streamed the primary main prerelease model of Beta 13, however different patrons have been doing that rather more incessantly in latest months, over on the Roguelikes/Cogmind Discord server. (Aside from making an exception that one time, because of well being causes I’ve not been capable of preserve streaming for some time now, however I am going to get again to it will definitely.) Anybody within the newest information can discover me hanging out with the Cogmind group daily over there, and I additionally submit some updates on Patreon relating to upcoming options, however trying out different streams or participant experiences is one other good option to see how new options are taking form.

Subcaves

The primary new map has been largely accomplished, discovered proper on the first depth and basically providing an alternate begin that skips some early flooring, however can be fairly harmful.

It was once I put out that prerelease that I did a one-off stream to idiot round there and see the way it performs:

To keep away from spoiling the explorers amongst you I will not be detailing what you may discover inside, however for these fascinated with extra data, the video above visits a pair occasions as an introduction, naturally together with commentary.

I’ll say it is a pretty big map, and quite totally different from different caves in plenty of methods, most significantly that includes a number of new varieties of inhabitants.

A debug shot exhibiting encounter classifications as distributed throughout a selected procedurally generated Subcaves map (connections between encounter areas not seen):

Fight Log 1.5

As a standard request by patrons throughout previous characteristic voting, Beta 13 features a revamped fight log. I used to be contemplating writing a weblog article about it, however by no means received round to doing that past what was posted to Patreon, so since I can not level you to the weblog, I suppose I ought to at the very least run down a abstract of details right here.

The fight log replace is an honest one, however I would not name it a 2.0 as a result of this is not a main overhaul, per se. The format is actually the identical as earlier than, simply tons extra information is being added, alongside an vital new performance. I admit the outcomes are rising on me, regardless of not being a “fight log consumer” myself, however no, this is not going to get me to begin taking it critically as a part of my very own play :P. The primary purpose continues to be to not require use of the fight log, simply preserve it purely as a instrument for many who need to extra deeply analyze some particular encounter or setup, or simply actually like poring over ever extra log information.

For fairly some time I wavered forwards and backwards between increasing the present fight log content material or fully rewriting the structure from scratch to presumably assist new options, even beginning some work on the latter concept which confirmed promise since it will theoretically lead to one thing simpler to debug and modify, to not point out permit some much more particular performance, however I observed it will encounter a few of its personal distinctive roadblocks so gave up on that method and determined to simply deck out the present fight log with many of the related information individuals wish to see there. It is wanting good.

The fight log nonetheless helps the unique 5 totally different element ranges, although this replace is generally for gamers preferring the “Full” element setting, so I will be specializing in that right here.

In fact, with all that further potential data to show, we’re ideally going to have a brand new option to view it, greater than the mere 6 traces of log house we usually have (a limitation that made me much less wanting to enormously broaden it within the first place). What I did to facilitate looking out again by longer sections of intense fight is have the principle/regular fight log itself serves as a scrollbar for an expanded view that seems when and solely when the fight log is manually scrolled again.

You will nonetheless have entry to the expanded and configurable automated on-map model of the fight log, because the motion is taking part in out, although this new characteristic is extra for additional exploration of particulars after the actual fact, which is clearly what you are after if you happen to’re scrolling again by the log anyway. Scrolling to the underside of the fight log, or performing another motion, routinely hides that view once more so you may get again to taking part in.

(By the best way, I additionally renamed that top-center multiconsole mode from “CALC” to “COMBAT,” to mirror the truth that it truly is a fight log these days–it’s unique goal, when added by request, was merely to permit gamers to see all of the elements included in hit calculations! A little bit of Cogmind dev historical past there from, oh, a decade in the past…)

As for the contents of the fight log, when set to Full it ought to be a superb bit simpler to comply with your complete stream of a battle as you understand it, particulars and all. I will not declare that it is excellent, an unrealistic purpose partially since you do not at all times have excellent data anyway, and the right way to show such conditions in an comprehensible method will get extremely complicated.

This is a pattern expanded fight log mentioning a few of the new information:

To start with you may in all probability discover that separate turns are simpler to distinguish because of how solely new turns are marked with a quantity (although I didn’t prolong this characteristic to different logs or normal fight log presentation, simply this one).

Drilling down into the small print, the remainder ought to be fairly self-explanatory. All crucial results are actually indicated the place relevant, as are disruption, penetration, heat-triggered meltdowns, and extra.

Melee fight can be extra detailed, explicitly indicating sneak assaults and follow-ups.

Additionally terrain destruction!

As you’ll be able to see, for fight functions there may be a lot much less have to mentally merge the common log and fight log to get a transparent image of what occurred throughout an encounter. The fight log was initially designed purely as a complement, offering further data not current in the principle message log to keep away from doubling up between the 2 and thereby conserving the fight log quick, however now that there are methods to see extra of it without delay, just about your complete course of will be adopted within the fight log when desired. Within the curiosity of conserving the principle log self-sufficient for many who do not need to trouble with a fight log, there may be certainly now duplicate messaging in some circumstances (though typically showing in a unique type).

The up to date fight log additionally truly does multiprojectile weapons correctly, and in a pleasant format, providing you with a tally of the portion of pictures that hit adopted by what’s hit:

Previously multiprojectile weapons weren’t even appropriate with the fight log in any respect, with further projectiles previous the primary simply showing scattered in between later messages, because it wasn’t initially constructed to assist them.

One other new addition to the fight log: programmer hacking.

General Beta 13 has numerous good QoL updates, the fight log simply being one of many extra expansive tasks in that class.

New Tech

There are such a lot of new toys in Beta 13, toys that allow entire new varieties of builds, or assist current ones.

As ordinary I will be leaving the small print to your discovery, however sharing the artwork for a few of them could not harm 😉

71 new objects have already been added, with a lot extra on the best way. In fact nearly all of these exist as a result of new enemies and mates alike want them to function, that means you may be discovering new bots to salvage for materials, maybe whether or not they need you to or not 😛

For instance the brand new Multitool that Artisans use to construct and reconfigure their creations, in your palms can be used to restore broken machines and restore them to performance, amongst different capabilities:

On that notice, a handful of merchandise talents are a bit extra intensive and want more room for an entire description, in order that’s dealt with by the QoL division which has inserted a handy new button to entry it if crucial:

After Beta 11 did a superb job of finalizing the core elements, I’ve once more taken to utilizing the useful spreadsheets put collectively throughout that interval to proceed balancing in the identical vein, like with this propulsion information I used to be utilizing so as to add a number of new sorts:

Scraptown

I am at the moment engaged on a significant new faction, one largely concentrated in a brand new map of their very own, however with the potential for vital reverberations all through the world. The United Federation of Derelicts may like to fulfill you. Or not, relying on what sort of Cogmind you might be 🙂

Relying on how lengthy Scraptown and all the opposite associated options take, there is a good probability I could find yourself deciding to launch this enlargement earlier than its full story arc is full, since it would require a 3rd new map (a brand new Analysis department) and that will in fact prolong the manufacturing time. We’ll see simply lengthy it takes.

That is all content material to return, although. Within the right here and now, notice that the leaderboards now extra explicitly point out the placement of every win (as initially mirrored within the scoresheet) as a substitute of exhibiting all wins as merely “Ascended.”

Beta 11 Stats

It has been some time since they got here out, however there have been no different bulletins during which to say them since, so a few of you may not bear in mind that earlier this yr after Beta 12 launched I did the traditional survey of choose stats from the earlier model, Beta 11. As ordinary there are tons of charts, graphs, and information to pore over, issues that had been related to take a look at after that transition. It was a very attention-grabbing one contemplating the rebalancing that occurred in that launch.

Thanks for all of your assist! It has been nice to hang around with all of the great of us in the neighborhood, actually retains me going and searching ahead to introducing the UFD in all their derelict glory 😀

« Final Edit: September 02, 2023, 01:30:59 AM by Kyzrati »
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Kyzrati


“Submit-Stability” Cogmind Merchandise Enlargement
[Cross-posted from the devblog here–follow link for better formatting and light-on-dark style.]

Beta 11 was an enormous milestone in Cogmind growth, having accomplished a complete evaluation of all objects and their stats and mechanics in an effort to rebalance the place crucial, a course of I wrote about intimately final yr. The outcomes since then have been nice, however what comes subsequent?

Enjoyable. Heaps and many enjoyable.

Beta 12 was part of that new path with its expanded Garrisons, new faction interactions, and the Scrap Engine, however the principle thrust continues to be in progress, aiming to deliver tons of recent objects, robots, and maps for them to inhabit. Heck, Kacper‘s on board and there is even going to be a bunch of recent tiles 🙂

Regardless of being beneath full-time growth for over 10 years, and positively including a fair proportion of enjoyable secondary mechanics to Cogmind alongside the sides to maintain issues further attention-grabbing, many of the work wanted to give attention to honing the core expertise, and due to this fact the core content material. Nevertheless, other than procedural technology and the potential unpredictability of unfolding occasions, particular objects and uncommon encounters are the place it is at when the goal is to make sure each run is contemporary and thrilling.

Properly, after Beta 11 that is the place we discover ourselves now, switching focus increasingly to model new parts that needn’t adhere to any form of core content material accessibility necessities. There’s already a ton of core content–many a whole bunch of hours price. Now it is time for the very uncommon objects, the very hard-to-acquire tech, the very tough elective opponents, and all of the implications behind them.

As a part of this drive, for months I have been creating over 100 new objects, most of them together with new mechanics. Some particular person objects take days and even weeks to construct. They’re that loopy.


Pattern ASCII artwork from among the many 100 new objects.

On the time of the Beta 11 rebalance Cogmind contained about 1,021 objects, a quantity that I’ve elevated by 11% to this point, the overwhelming majority of which haven’t been launched but.

Sourcing Concepts
To give you new objects and mechanics, I by no means simply sit right down to explicitly suppose them up. Good concepts do come spontaneously, albeit impressed by random discussions amongst gamers, reactions to numerous conditions in sport, even taking part in different video games and consuming varied non-game media. And I am at all times prepared to notice down these concepts for potential later use, since in spite of everything there’s by no means sufficient time to implement completely every part, to not point out many concepts should watch for simply the proper alternative or location to be launched.

Having finished this for a few years now, that listing has grown fairly lengthy, and now that loads of new house is coming to Cogmind, house for extra outlandish stuff, earlier this yr I reviewed your complete listing for the primary time.

It isn’t organized in any respect, being composed of concepts simply slipped in at random areas every time a brand new one popped up, all filed beneath the heading “post-1.0 objects” that was chosen again throughout alpha when it was first created.


The present starting of my random still-unused merchandise concepts listing. It is about 800 traces lengthy 😛

Right here “post-1.0” basically implies “after core stuff is completed,” so we’re clearly at an acceptable junction to do that 🙂 (no matter versioning programs and the truth that in actuality Cogmind is already far past what most individuals would take into account 1.0…)

Anyway, it took some time to filter by every part (on the best way even eradicating just a few items of tech which had since been applied with out even recalling they had been listed there sooner or later :P), however I did pull out plenty of concepts that can little doubt be enjoyable to play with. Whereas none of them are central to the approaching Beta releases, any time new maps are added numerous content material is required to fill them out! Peppering them with cool stuff that you just will not see each run helps preserve them from feeling too sparse or repetitive.

Balancing Levers
The concept of “post-balance” from this text’s title doesn’t suggest no steadiness.

Quite the opposite, as you in all probability know, Cogmind is massive on steadiness, an emphasis achieved initially by adherence to rigorously designed patterns and formulation. However then Cogmind can be at all times increasing with new content material that should match into the present world, both nearer to that core or someplace out on the fringes.

So far as core objects go, easy stats are usually enough to implement steadiness, however the tradeoffs and disadvantages required to steadiness extra excessive fringe objects could necessitate distinctive approaches. Among the elective mechanisms to make use of for this goal are extra generic, resembling giving an merchandise restricted makes use of, whereas others are item-specific, such because the Soiled Datajack being total fairly superior if 1) considerably unpredictable and a couple of) finally, inevitably blowing up in your face when it detonates an influence supply.

Rarity and issue of acquisition are in themselves balancing elements which permit us to make some new objects even cooler than ordinary, which is crucial one in all our main objectives right here, however most objects nonetheless possible want their very own balancing elements that come into play as soon as acquired.

I’ve organized an summary of a few of Cogmind’s particular merchandise balancing mechanisms beneath.

  • Disposable (restricted makes use of): Curiously I did not need conventional roguelike “consumables” to be an vital a part of Cogmind’s design from the start, and so they nonetheless aren’t actually, however technically all Cogmind objects are consumable to a level (they defend your core and have restricted integrity), and later in growth as I wished to introduce increasingly really highly effective objects this was a superb excuse to play the consumable design card. It is a helpful one because it presents actually tight management, however I choose to keep away from overusing it if there are another choices accessible, because it’s kinda boring.

The brand new CPS Tube, a disposable merchandise. You get two pictures as a result of it is primarily meant to be a one-shot factor, however you may miss and that will be too imply.
  • Disposable-adjacent: As a substitute of a direct 1-to-1 use counter, an merchandise’s remaining utilization is represented in additional granular style primarily based on different elements, for instance the brand new “ID Masks” merchandise I will be introducing in a later submit.
  • Merchandise integrity loss on use: This idea is basically much like the disposable mechanic, though not fairly the identical factor since utilization concurrently weakens the merchandise itself, making it extra weak to destruction, and for a similar cause injury to the merchandise instantly reduces its remaining makes use of. The concept was pioneered by Vortex weapons, however you’ll sometimes see extra of it the place acceptable.
  • Core integrity loss on use: This one’s fairly cool, though making use of it usually requires ok lore or tech causes. There’s numerous room to play with core loss within the design, because it drains one thing it is advisable survive, but in addition are inclined to have a surplus of at varied factors in your journey, particularly if you happen to’re in any other case doing a superb job defending your core. On this case, saving core not directly provides you with assets that may be redirected elsewhere That mentioned, doing so is also dangerous for the reason that weaker your core the much less resilient you might be to later surprises! Balancing elements with deeper implications like this are nice. We positively want extra core-eating objects 😉
  • Deteriorating: An merchandise may degrade/lose integrity for each flip that it is energetic. Though launched in pre-alpha as a possible steadiness mechanism, this was solely ever used for one merchandise (Soiled Datajack!), and even that one was reworked together with the robotic hacking system and deterioration is now a totally unused mechanic. It is kinda fiddly so I do not prefer it, however it technically nonetheless exists if wanted in the future. (There’s a specific quest merchandise that degrades over time, however that is a unique mechanic since it may possibly occur anyplace and you do not even have to connect it.)

An historical demo picture from Cogmind pre-alpha with a deteriorating merchandise state listed on a hypothetical merchandise.
  • Distinctive useful resource requirement: Distinctive assets generally is a nice balancing mechanic (be it through rarity, storage necessities, or different elements), and many roguelikes use them–think ammo sorts!–though up to now Cogmind hasn’t finished a lot on this space exactly as a result of that almost all frequent manifestation was simplified into the amorphous vitality/matter system (way more acceptable for a sport with an unlimited array of distinctive weaponry). We did finally get the Latent Power Streamer from the Exiles, which takes distinctive assets to the acute by including an entire new geographical useful resource layer to the world. Truthfully that useful resource ought to get extra use, and positively would if Cogmind is developed lengthy sufficient (there are Plans). Trying forward, one of many new objects to return is powered by… different objects.

Inspecting latent vitality ranges within the space.

General the extra such levers we are able to add, the extra attention-grabbing objects and strategic/tactical concerns we are able to create, branching out into totally different design and gameplay territories. Every part on the above listing has existed in some type or one other for a very long time, so it isn’t usually that high-level non-item-specific balancing mechanisms are added, however there is a new one coming quickly: chargeables.

Chargeables
We are able to already not directly create “chargeable” objects (and have :P) by merely giving them large vitality necessities, sufficient that solely a small variety of makes use of is possible earlier than having to generate extra vitality, although this method is technically a little bit of a fuzzy limitation that may be circumvented by storing huge quantities of vitality prematurely, so such objects need to be designed taking that risk into consideration.

What about an alternate item-centric method that additionally basically enforces a minimal time restrict between makes use of? This manner we all know the utmost fee at which such an merchandise can be utilized, plus this type of merchandise is probably going extra accessible to builds that do not have the potential to provide massive bursts of vitality without delay.

Two other ways to implement the identical basic idea can be extra acceptable for various sorts of functions, additional increasing the pool of merchandise design prospects.

When including any new characteristic, or on this case a balancing mechanism, it is vital to make sure the UI can sustain with any wants. No massive issues there, as charging is a reasonably easy mechanic the place you may have charging and charged states, and it may possibly solely be used as soon as the latter is reached.

Whereas charging an merchandise its cost countdown is proven in an adjoining half label, like so:


Tag for an connected chargeable weapon.

On this state the merchandise can’t be activated, in fact begging the query of simply when and the way it’s charged. I initially imagined this to be one thing you can actively toggle, however that will require using the third merchandise state (overload type), which could produce other makes use of for a rechargeable merchandise, so it is best to keep away from that method. As a substitute the charging occurs routinely, as described within the state context assistance on the merchandise’s information web page:


Totally different object states have additionally been getting distinctive context assist related to their particular mechanics, quite than a generic description of the stat.

The so-called “cost fee” is specified within the merchandise’s description, which features a phrase like “Cost fee: 20 vitality * 35 turns” or no matter its vitality/time necessities are.

When the merchandise is prepared for use it’s going to play a cost up sound and you might be free to blast away. It is going to additionally point out that state instantly in its identify, in case you need to cost it up then retailer it away in your stock for later.


They need to be afraid. Very afraid.

That mentioned, chargeable objects do not need to be weapons! This simply occurs to be the primary one I created. I wished a weapon designed round a selected offensive idea but when made as highly effective as deliberate it will be too ridiculous if utilized in speedy succession, however I additionally did not need to make it yet one more case of disposable weaponry and would favor it change into a long-term instrument one may reuse time and again if you happen to preserve recharging it.

The opposite chargeable merchandise I put collectively after this one, which I will be sharing subsequent time whereas discussing a unique matter, is definitely a utility.

This entire article began out with a dialogue of steadiness, and whereas I am certain this new mechanism has potential, I can not but say I am completely certain simply how the steadiness will work out with these model new objects. They may possible get some tweaks after playtesting, and purely from a theoretical design standpoint I believe it might be essential to at the very least require that charged objects stay connected to retain their cost. We will see. It additionally actually depends upon how they need to be balanced within the larger image, in addition to how individuals abuse, I imply use, them 😛

That is the primary submit in a sequence on new merchandise mechanics. I will not be protecting anyplace close to every part (and even the good mechanics as a result of I do not prefer to spoil a lot :P), however a few of these additionally provide an opportunity for related dialogue of the larger image:

  • Teleportation Mechanics – coming quickly
  • Particular Occasions Give Again, and Good Stealth – coming quickly
  • A Easy Method to Participant-designed Robots – coming quickly
  • Projectile Deflection – coming quickly

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it is one thing cool  Smiley

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Teleportation Mechanics
[Cross-posted from the devblog here–follow link for better formatting and light-on-dark style.]

Teleportation. It is cool. You prefer it. Your enemies possibly not a lot.

The flexibility to teleport throughout quick and/or lengthy distances to immediately arrive at some vacation spot is pretty frequent all through the roguelike style. Though teleportation can be utilized for tactical repositioning, or to maybe attain in any other case unreachable areas (particularly if the goal is controllable), one in all its commonest functions is as one in all many doable “escape” strategies.

Typically you end up in conditions the place you are at a big drawback and would love some form of “reset” choice, an ideal alternative for teleporting. There could be drawbacks, like ending up in a worse state of affairs than you left as a result of you’ll be able to’t management the vacation spot, although as in any roguelike gameplay calculation you weigh the potential prices in opposition to the advantages.

Cogmind usually has fewer such direct escape choices, however teleport mechanics are on the market, if a sophisticated tech not often accessible till the late sport.

As a basic idea teleportation expertise exists in fairly just a few varieties all through the world of Cogmind, although the participant solely has entry to a few of them. I will go forward and simply make this a SPOILER dialogue so far as sport content material goes, in order that I can write freely about associated mechanics, so possibly do not learn this one if you happen to’re spoiler averse and never acquainted with teleporting.

TR & NEM
So the primary and first type of teleportation is the unique alien tech, Transdimensional Reconstructors. These provide little or no management over path, though primarily based on their guidelines if you happen to’re conscious of the encompassing terrain you’ll be able to presumably get an honest concept of the place one may ship you given your present place. The Excessive-powered selection has a reasonably vital vary increase as nicely.


Have a clip from my epic September 2020 stream (finally a Warlord prolonged win), which was challenged to teleport when issues had been getting a little bit iffy, then they received just a bit extra iffy xD

These had been additionally extra lately expanded to assist group teleporting–Cogmind and all close by robots, however it’s solely doable to create a type of in a single run (if that), basically added for a reasonably particular use within the prolonged sport.


Come one, come all! No wait not like that.

Other than these, there may be the much more chaotic Navigation Effectivity Matrix, which forces limitless however unpredictable repeat teleporting (mainly “teleportitis” in roguelike phrases). Like TRs it causes enemies to lose observe of your place, which will be nice for shedding pursuers, however can even make journey fairly tough and if enemy density is excessive may even repeatedly put you proper of their crosshairs when you’re attempting to get away.


NEM has a popularity for being annoying, but in addition has its perks.

Not like teleportitis in different roguelikes, NEM is “incurable” and stays with you for the rest of the run, so it is vital to not purchase it until you may have plans to benefit from the impact. It is also doable to unintentionally purchase its impact if not cautious in a sure space, so those that are conscious of NEM’s mechanics may take measures to keep away from that risk, or possibly simply danger it 🙂

The incurability facet was vital for steadiness, since having the ability to management the period or timing of its impact, even broadly, could be far too highly effective in Cogmind. Whereas it is doable to first activate it at a desired time, which affords at the very least some degree of management, the lack to ever flip it off once more at all times looms with the potential to trigger regrets…

Limitations
The factor is, in any type (even a random one!), teleporting is a loopy good capacity, so we’d like sturdy limitations on it to keep away from abuse or just circumventing lots of Cogmind’s challenges.

For TR-based teleportation, that limitation is their single-use nature, a pure consumable. It is a good hopefully-get-out-of-jail-free card on your stock, and you may gather as many as you need to match, although taking over stock house for every such one-shot alternative is an apparent downside, too, so it is advisable resolve simply what number of it is price carrying on your meant objectives or play type.

NEM and its chaotic impact is an entire totally different ball sport that may be nice for some builds, however there’s at all times the prospect it’s going to mess you up, so it takes a particular embrace-the-chaos form of mindset to make use of. Excessive randomness apart, its main downside is the truth that it can’t be stopped as soon as began, leaving even much less room for management.

Managed Teleporting?
What Cogmind would not have is a constant option to do managed teleports. A part of the explanation such a mechanic was by no means initially thought of is for enter reasons–aside from assaults and hacking, that are direct in nature, Cogmind doesn’t have an idea of arbitrary non-FOV focusing on enter, and I wished to keep away from including such a way as a result of it begins to recommend all types of different oblique focusing on talents, which change into new methods to unnecessarily sluggish the gameplay. By extension teleportation finally ends up being extra of the random selection.

Technically we do have already got some teleport management, in truth very exact management, by combining TRs with Dimensional Node Initializers, however that requires having each of the mandatory parts and likewise having visited the meant vacation spot beforehand to arrange the node. It’s a option to make an ideal escape again to a particular location, however clearly that’s for making ready particular methods quite than a basic use case.


Oops no that is the improper gif, do not try this.

 


That is higher, though nonetheless not essentially price utilizing up these doubtlessly helpful instruments, only a random situation I recorded to reveal this stuff getting used collectively.

Again in NEM’s earlier historical past when it was nonetheless into consideration for extra severe mechanical changes, amongst these changes I thought of giving it a controllable teleport function, permitting you to stack a number of NEM in an effort to acquire the flexibility to affect its path by your prior actions, simply nonetheless not at all times doing exactly what you need. I made a decision in opposition to that method after seeing how others performed with the NEM (and attempting it myself), which appears to be in an okay spot.

So right here we’re in 2023 nonetheless and not using a option to handle managed teleports, what will we do? How about we add one, possibly utilizing this new kind of charging mechanism (described in direction of the top).

Actually I’ve two new ideas for teleportation tech, which is kinda humorous due to how they developed out of the identical concept. A while in the past I wrote some notes on a selected kind of derelict possible able to teleporting. Then extra lately whereas away from these notes, and having forgotten lots of the particulars, I jotted down just a few extra notes on the topic. When it got here time to implement this characteristic final month, I found each units of notes and realized they had been describing two considerably totally different programs! Each can match into the lore quite properly, although, and in reality be associated to 1 one other.

One type of this tech can be launched now, and the opposite belongs elsewhere within the lore, a supply which I am undecided whether or not or when will ever be realized, since as I see it now it is past the 1.0 horizon.

Private Teleporter v0.10
You will have noticed this little factor amongst all of the artwork I shared for brand spanking new objects final time:


…or not as a result of there was a ton of artwork samples collected there xD

That’s the Private Teleporter. Clearly an early model of it as a result of it isn’t tremendous exact… however it is managed!

As soon as totally charged, which takes a while and vitality as defined in my deep dive on that mechanic, your subsequent transfer in any cardinal or diagonal path will ship you off in that basic path, and thru any obstacles blocking the best way.


A double private teleport. Usually you’d at most likely have only one, however I am testing it so I get two 😉

Like with microwarping and spacefolding (additionally considerably comparable types of teleport-like motion!), the interface will warn earlier than your motion command is interpreted as a teleport in case you need to flip it off as a substitute of flying off by the nether and utilizing up your valuable cost.

As a part of this replace I additionally improved the mouse conduct as it really works with each this and microwarping, so that it’ll at all times instantly take that motion on step one (and spotlight the intention as such) quite than shifting to a extra distant chosen goal location then warping, because it at the moment does in Beta 12.


Whereas the Microwarp Drive is energetic, you’ll be able to see the standard one-step spotlight of an adjoining cell indicating path.

Now simply when you’re pondering you bought off straightforward, time to hit you with the drawbacks (no, foolish, merely needing to cost the PT isn’t a large downside in comparison with what you get!).

First a little bit related dev notice: When creating new item-based mechanics, internally I am going to usually use extra generic names for results. In different phrases the identify “reconstructor” wouldn’t be used within the supply code, since that is particularly an merchandise identify, which 1) who is aware of, could change for no matter cause and it is a public-facing identify for that particular occasion of a mechanic and a couple of) a number of totally different objects may use the identical capacity with totally different values, so we do not need an inside identify that matches just one or one other. The Private Teleporter’s functionality is named a “tough teleport,” and now you get to seek out out why it earns that identify (or you’ll be able to cease studying now and discover out later? spoilers :P).

The factor is, not every part that goes by this course of may make it to the opposite aspect, or at the very least not take the very same path to the vacation spot space.

Sure if you happen to’re feeling fortunate (and are truly fortunate :P), every part will go swimmingly and you will be in your merry method, however there may be additionally an honest probability that one in all your elements can be ripped off and flung over to another close by location. Or could merely not make the journey with you in any respect. Or if you happen to’re actually unfortunate it may get caught in subspace eternally.


I did not want my reactor anyway.

So a teleport could lead to a have to put your self again collectively, if in case you have the posh, which if you happen to’re teleporting it’s possible you’ll not precisely have, yeah? And in case your half was left on the origin (not practically as frequent, however it occurs!), then if it was one thing actually vital you might need to attempt to discover a method again, or do with out. There are another nuances in there which I will not get into, however anyway, “tough” yeah? 🙂

I can see some individuals having numerous enjoyable with this factor, and I think about it may get tweaked a bit after playtesting, however there are a superb variety of levers to tweak with this one.

It also needs to be famous that this cruder type of directional teleporting would not lose any pursuers, in contrast to different extra random teleportation capabilities, although the flexibility to go by partitions might be enough to flee numerous bother when crucial (albeit maybe at the price of shedding one thing, although to be sincere my guess is the present price vs. profit is usually going to lean in direction of the latter most often!).

After the Private Teleporter I additionally added a second supply of “tough teleports” which is much less tough, although fairly difficult to seek out and has one other type of limitation.


Mysterious.

Stats
As a part of this enlargement, I’ve additionally up to date the scoresheet calculations to incorporate all types of teleportation for that individual tally, whereas earlier than it was purely TR sorts. So NEM and/or the brand new PT may inflate these numbers if and when acquired, which may also be apparent causes famous within the historical past log. The Subspace Traveler achievement may also be earned by any of those strategies. Early on we solely had one type of teleportation, so it is about time to replace these different bits in tandem. The Rincewind achievement continues to be particularly TR use, since that is a problem achievement quite than being discovery-oriented, aimed toward buying that many TRs to start with.

Joyful teleporting!

That is the second submit in a sequence on new merchandise mechanics. I will not be protecting anyplace close to every part (and even the good mechanics as a result of I do not prefer to spoil a lot :P), however a few of these additionally provide an opportunity for related dialogue of the larger image:


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Particular Occasions Give Again, and Good Stealth
[Cross-posted from the devblog here–follow link for better formatting and light-on-dark style.]

Cogmind’s “particular modes,” timed occasions with distinctive mechanics, can in a single sense be seen because the experimental check beds of Cogmind. Typically concepts come alongside which can be attention-grabbing to play with, however could both not be appropriate for the common sport, or I do not really feel the hassle and architectural necessities to assist them are price it within the larger image in comparison with what they add vs. all the opposite content material choices awaiting growth. And though I do not often go into constructing such a mode with the intent to check concepts doubtlessly relevant within the common sport, the outcomes usually do encourage such options down the road.

One new instance of this phenomenon at work is the ID Masks.

Lastly, Good Stealth
In brief, the ID Masks is a brand new consumable “disguise utility” that permits you to journey fully unnoticed and untracked in Complicated 0b10, waltzing proper previous enemies if you wish to.


The holy grail of stealth tech, if you happen to’re not welcome in Complicated 0b10.

The flexibility to disguise oneself like this has been requested by gamers since Cogmind’s alpha days (shout out to its important proponent, zxc!), however to me it wasn’t the form of tech that the sport was prepared for, be it for steadiness, architectural, or lore causes. A confluence of things have contributed to now being the time it is lastly able to be designed in.

Utilizing an ID Masks is pretty easy, simply pop it on to begin the clock and luxuriate in your anonymity for so long as it lasts. I am certain it may possibly save your butt, or allow some sneaky techniques.


Hm, extra Behemoths possibly requires extra masks? 😛

These may also match deeper into the lore, as I choose any tech does in an effort to exist, although a few of that lore (and extra sources to amass one!) can be coming in future variations past the preliminary inclusion.

Polymind and Different Take a look at Beds
In case you performed Polymind you may in all probability acknowledge this capacity, which is definitely the place the structure comes from within the first place. As particular occasions do, Polymind launched new mechanics that wanted to be constructed into the system, each exhibiting us that they are doable, and likewise permitting everybody to check how they play out.

A number of main new options had been required for Polymind to work, one in all which being the central concept that “0b10 bots can ignore you.” It is doable there may nonetheless be some kinks in there someplace in the case of particular circumstances, however it ought to at the very least work in addition to it did for Polymind, and changes or fixes will be made if crucial.

However anyway that is one instance of a mechanic initially distinctive to that mode now changing into embodied in a particular merchandise accessible in common Cogmind! In the end the identical factor could occur to a few of the different Polymind-specific options, however as of now that is the primary.

The primary from that mode, anyway.

One other characteristic I’ve added for Cogmind’s subsequent launch takes a piece of code from Participant 2, the mode during which you are accompanied by what is actually an AI-controlled Cogmind able to constructing and sustaining itself from objects as you’ll be able to.

“P2” launched plenty of new mechanics, a few of which I’ve at all times wished to incorporate in common Cogmind (after seeing how they work) however have not had the prospect. And no, the brand new characteristic isn’t a Cogmind-like ally, though that is one thing I wish to add to the common sport sooner or later if I get to it. (There are even excellent lore tie-in alternatives!)

Particularly, what I did was adapt Participant 2’s contextual dialogue system for… one thing attention-grabbing 😉


Participant 2 commenting (at backside) after letting unfastened with a ridiculously huge quantity of firepower in opposition to some targets within the caves (screenshot supplied by nikolayAg).

Amongst different earlier occasion influences, you may discover similarities between Abominations (Halloween 2019) and the Botcube, which I will be writing about subsequent time.

Regardless of having by no means proactively used particular occasions to check deliberate Cogmind options, primarily based on my experiences incorporating and adapting concepts from previous modes, and liking how they save time on each implementation and design (whereas not essentially ever being one thing that should make it into the common sport), I’ve even began planning to make use of this method for future particular occasions, a option to check options I would need to add.

Particularly for the previous yr or so I’ve had an concept for an occasion that would tie in fairly nicely to a future faction, as long as the gameplay works out when it turns into a central focus. It might be one of many potential Service provider programs.

That is the third submit in a sequence on new merchandise mechanics. I will not be protecting anyplace close to every part (and even the good mechanics as a result of I do not prefer to spoil a lot :P), however a few of these additionally provide an opportunity for related dialogue of the larger image:


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