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Releasing a Commercial ASCII Roguelike, a Post-Mortem

gridsagegames.com

21–30 of 49 posts

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#21

That game looks really great. I've played so many roguelikes and was instantly interested. Reading a good post mortem was another plus to check it out. Then I remembered the general problem with commercial games.. went straight to the FAQ and searched for "linux".. bummer.. I guess somehow I expected a roguelike to work on Linux :) I will observe the game and hopefully someday a Linux version will emerge. Good luck t…

Yeah, it's an unfortunate limitation of the custom engine :'(

But the alpha does have a rather large number of Linux players since it works great under Wine.

And thanks!

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#23
post #19

Regrettably, this is one of those posts that are extremely hard to read because of the eye-unfriendly color scheme. Light content on dark background is obviously hard to do well, so _please_ stick with what you're good at? This is meant as sincere constructive critique, so feel free to downvote ad libitum.

On Desktop in Chrome, Inspect Element, find , add: background-color: white; color: #000; font-size: 15px; line-height: 24px; padding: 20px;

In Safari, hit Reader mode.

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#24
post #12

Been watching the development of this title for a while now - brilliant stuff. I'm so pleased the release has worked out well for you so far - even if only alpha. When I have the spare funds I'll be sure to pick up a copy!

Many thanks! And feel free to wait until the price drops next year if you need to :). I've got enough funds to see it through to completion, though I'd like to use any surplus to hire a professional composer for the OST.

I too have been following the development of Cogmind since having a post of mine about dungeon generation using BSP trees being linked on your dev blog. The game looks impressive.

Congrats on the release!

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#25
post #19

Earlier quoted context omitted.

On Desktop in Chrome, Inspect Element, find , add: background-color: white; color: #000; font-size: 15px; line-height: 24px; padding: 20px;

In Safari, hit Reader mode.

Yep, sometimes that works. But I also want to give feedback to the authors of such posts, because I don't assume they consciously want to dispel recipients with suboptimal eyesight.

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#26
post #24
post #12

Earlier quoted context omitted.

Many thanks! And feel free to wait until the price drops next year if you need to :). I've got enough funds to see it through to completion, though I'd like to use any surplus to hire a professional composer for the OST.

I too have been following the development of Cogmind since having a post of mine about dungeon generation using BSP trees being linked on your dev blog. The game looks impressive. Congrats on the release!

Thank you, and yeah for that first post in the mapgen series I linked to a bunch of good online examples for others to check out, so thanks for that :D

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#27
post #26
post #24

Earlier quoted context omitted.

I too have been following the development of Cogmind since having a post of mine about dungeon generation using BSP trees being linked on your dev blog. The game looks impressive. Congrats on the release!

Thank you, and yeah for that first post in the mapgen series I linked to a bunch of good online examples for others to check out, so thanks for that :D

Your game dev blog is worth alone a good read. Specially the 5 part series on map generation. Most sources online are pretty obscure, being either just a brief on what algorithms steps involve or a crude demo attached on a forum.

If anyone is interested, these are the series I am talking about:

http://www.gridsagegames.com/blog/2014/06/procedural-map-gen...

http://www.gridsagegames.com/blog/2014/06/mapgen-tunneling-a...

http://www.gridsagegames.com/blog/2014/06/mapgen-cellular-au...

http://www.gridsagegames.com/blog/2014/07/dungeon-metrics/

http://www.gridsagegames.com/blog/2014/07/dungeon-prefabs/

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#28
post #21

That game looks really great. I've played so many roguelikes and was instantly interested. Reading a good post mortem was another plus to check it out. Then I remembered the general problem with commercial games.. went straight to the FAQ and searched for "linux".. bummer.. I guess somehow I expected a roguelike to work on Linux :) I will observe the game and hopefully someday a Linux version will emerge. Good luck t…

Yeah, it's an unfortunate limitation of the custom engine :'( But the alpha does have a rather large number of Linux players since it works great under Wine. And thanks!

Installing (and using) Wine on OSX is a major pain in the rear. A bundled installer would help with that.

I'd love to read more about the custom engine :)

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#29
post #22

Neat game, though that's the weirdest ASCII font I've ever seen ;) If you're interested in porting your binary to Linux/Mac/SteamOS using a Wine wrapper, throw my company an email. That's exactly what we do :)

It's possible I'll be using a wrapper for the full version, yeah. I've got your info and I'll look you guys up when it comes to that!

As for fonts, there are 82 font bitmaps included with the game, so for those seeking more traditional options, we've got 'em: http://www.gridsagegames.com/forums/index.php?topic=165.0 (The game is highly customizable, with new optional features added every new version.)

Re: Releasing a Commercial ASCII Roguelike, a Post-Mortem

#30
post #13
post #9

Earlier quoted context omitted.

That's good. As you can read in the post-mortem impulse buyers aren't the target audience for early access :) Do come back when the game is on Steam next year!

May have missed it somewhere on your homepage, but are you planning a Mac version?

Not native, no. Cogmind works nicely in Wine (better than many natively ported games due to the simple rendering engine), and we have plenty of Mac/Linux players in alpha.

What I hope to do instead is eventually provide a Mac version as a one-click wrapper, but for now there are instructions on the forums for getting up and running on your own.

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