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A little while back I was streaming a Cogmind run on Twitch, at one point once again sending out drones to scout around as I like to do. Drones are generally pretty fast, and I'll often just make sure I'm in a relatively safe spot and keep an eye on what the drone(s) find while I wait and decide where to go next.

The drone centering and following feature added back in Beta 10 has been quite useful for this purpose. (For years before that you had to actually scroll the map yourself!)

But in this particular stream as I sat there waiting to see what they'd uncover, I also kinda felt like it was a situation in which I already knew where I wanted to head, but it wouldn't be very efficient to both move and keep an eye on what the distant drones were up to.

Of course I blurted out that we need a drone PIP (picture-in-picture) feature to make it easier to operate while scouting drones are active. And of course ever since I mentioned that it stuck in my head, just asking to be explored as a feature. So I found some time to try it out a little while ago!

The technical premise is pretty simple: Since Cogmind is a monospace terminal interface, when drawing the map we just have to find some space in the view where we can copy over a portion of the cell data from the drone's surroundings to somewhere the player can see.

Finding this space isn't too difficult since Cogmind mechanics and UI were designed to fit a 4:3 display anyway, despite most everyone these days using 16:9 or higher, meaning there is usually a decent amount of space available at the left and right sides of the map view which is not as vital to be able to see at all times. Those are the spaces we can cover with other things, and is also why you see non-modal info presented in those four corners for various purposes--detailed combat log to the top-left/left, audio log in the top right, special mode menus to the bottom left, and achievement notifications in the bottom-right corner.

Anyway, I wouldn't be worried about coming up with room for a proper implementation, though I was interested in seeing how it feels when active, since having such a feature working even in experimental form has a way of triggering deeper thoughts about potential roadblocks or related features.

Experimental PIP

Lo and behold, a basic drone PIP in action...

Pretty cool! This didn't exactly take all that long to implement for testing, but that's all it is here, just a quick and dirty experiment thrown together in order to watch it, not even 50 lines of code or so.

The process is quite simple: When rendering the map, check if there's an active drone and pause the rendering to first force another render around the drone's own location; save the console info from around the drone and return to finish the normal map render, then when that's complete copy the drone visual back over the map area wherever the PIP should appear. In the sample above that's the top-left corner.

I'm not planning on adding this feature for now, though building it would require thinking about how the window interacts with other UI content that can appear in locations it might occupy, and the best default location. It might even be interesting outside the map, up in the top-center console, though that comes with its own problems in addition to its relatively limited height.

There's also questions about whether and how to get the window itself to properly display other UI-related content that can appear in drone-explored areas, for example (and most importantly) item/enemy labels that don't otherwise show as you can see in the demo above.

Proper PIP

What would it take to turn this into a real feature, besides not being pretty hackish code :P.

Well the PIP only needs to activate once the drone is no longer visible on the map view, but okay that's super low-hanging fruit, let's try the more complicated stuff...

  • Maybe window dragging to actually put the PIP monitor wherever you want
  • If currently following/locked onto a drone in the main UI, if it has a PIP that could perhaps switch to show the area around Cogmind's position instead
  • Multiple simultaneous PIP panels for more than one active distant drone (now I'm imagining having a boatload of combat drones out working for you and Cogmind is like the security guy just watching everything play out on a dozen monitors xD)
  • Setting your own "PIP point", for example around a Terminal with an active tracking Trojan
  • Of course there'd be customizable PIP size

As you can see, this one UI feature spawns lots of neat ideas...

It's also a ton of work though, and based on its effort:usefulness ratio I have to assign this one a pretty low priority. Maybe alongside the next big drone update I want to do?

Comments

Plexion

I had posed the idea on stream to potentially even have the drone view become a pop-out that you could put on a 2nd monitor XD. Then we could *really* live the dream of "Carrier-Mind". But anyway, cool to see a prototype of it in action. I think the most essential function would be a condensed view of enemies/items/etc moreso than raw map information. maybe even pinging machines and stuff to your intel window for you. Definitely way too many details to hash out for the time being though!

Kyzrati

Ha yeah I remember the other monitor thing, of course Cogmind can currently only do a single window given the engine, but yeah in theory that would be fun. I totally agree on the condensed view of enemies and items, in fact I was wondering if a supplement to this would be such a list within/under/near the PIP as a sort of summary, but I don't know if we could *only* get by with that? Maybe! But the list could get kinda crazy since it's names vs simple map representations--the former often takes up waaay more space, for a single drone you could easily have multiple simultaneous item names, hostiles, discovered machines... it's a lot of characters overall, things that get condensed rather nicely into map form and you can go look at even more details if you really want to. Anyway, yeah I was thinking of perhaps having both, or maybe all this is optional/tweakable... just thought it'd be cool to see it in action for now, and will probably revisit the idea with the drone mechanic update, though I have no idea when that would happen... It's rather large yet listed nowhere specific on the schedule.