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FINALLY, that history log I've been working on for Cogmind for over a week, and introduced in the last update, is COMPLETE. Well, "complete," I should say, because it's not fully tested and I bet it's got yet more bugs than I've found in my quick test runs so far :P

It's just too huge to test every situation individually, and not as important as something like the achievements (256!) or robot hacks (65!) and other systems where I do test each and every little element to make sure it works perfectly.

It's got over 300 message types, and is working more or less as planned. I've done a few short runs and worked out any obvious kinks, and below you can find the log from my latest jaunt up to -5/Factory.

Branches and anything plot-related will tend to have more of the unique messages, as will late-game content like finding and using cool parts. I'm sure there will be more tweaks to come, though first we'll see what everyone's full runs look like. I'll be releasing this feature along with others in June as part of a Cogmind version for patrons :D

A Note on Grammar

At the end of the message writing and coding process, I went back over it all and did the usual spell check and parsing for grammatical consistency, then decided to remove most articles.

I had most of a system for handling a/an/the/[nothing] before variables like item names, but 1) it wouldn't be perfect in all cases without a lot more hard-coded data (which would take a while) and 2) it wouldn't be consistent with the game text itself, which intentionally avoids that sort of thing in message logs (keeping it more dry/robotic/clinical).

I did kinda like the fact that it reads more like standard English with articles in there, appropriate for the somewhat "story-like" history log, but then for the same reason it also kinda wasted space, adding characters unnecessary for understanding the text and therefore potentially slowing down visual parsing.

Non-variable-based messages, however, retained some of their articles, especially "the" in a number of cases.

Comments

Kyzrati

Truly. I'm looking forward to the extra data we can glean from runs using this log!

Via

Combat in Cogmind is unusual 'event' compared to other RLs, but picking up all combats fatten history text, so I've been really interested in how you will solve it. CHUNKS OF COMBAT! OH! (And, of course, Exile event which has been analyzed in detail as far as I can think of!) it's very fun to know your decision process about grammar. I would prefer consistency, but given that the game needs corresponding history messages each time you adopt a new mechanism, it would be totally reasonable to reduce rhetorical rules as possible.

Kyzrati

Yeah, I just condensed combat to the most important parts, where you have a good kill streak, or experience a relatively significant loss of parts in a short time (which is also a new part of the stats--"part loss streaks"), plus of course destroying any important bots or NPCs (either self or allies). I think it'll capture enough of the important stuff, and of course all the plot stuff is covered. Finding everything is primarily what took so long! So many possibilities, had to decide what wasn't quite important enough to include... I look forward to reading logs soon to get a clearer picture of everyone's runs (and probably fixing more bugs xD).