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Here we go again!
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Last week I had the honor of being invited on Roguelike Radio for a bit of a catch up on Cogmind development and relevant segue into the interesting topic of “designing for mastery.”
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Another fruitful year is coming to a close!
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Ever since my original forays into ASCII-based development with X@COM, I was both forced into and remained interested in working with actors that occupy multiple spaces on the map.
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They’re alive!
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Map zooming again!
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So we’ve developed the theories, we’ve got mockups, we’ve got the necessary architecture… surely it’s time to start building the new UI layout, yeah?
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I was really happy to have come up with workable concept for a modal inventory, as well as producing a mass of mockups with proven solutions for all the potential hurdles on the road to dropping 15 rows from Cogmind’s interface.
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Last time was all about exploring a high-level direction for Cogmind’s shift towards supporting an increased size for interface fonts and tiles by reducing the amount of space available to display information, beginning especially with the map view.
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A long time in coming, but here we go!