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October 29, 2020
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Josh Ge's Blog   Expert Blogs

 

Josh Ge has been designing and creating games for over a decade, and working on them full time for the past eight years.

His first commercial game is Cogmind, released to early access in May 2015 following years of open development and design blogging, and still being expanded to this day. Read in-depth coverage of the process at gridsagegames.com/blog/.

Follow Josh on Twitter @GridSageGames.

 

Expert Blogs

Posted by Josh Ge on Thu, 17 Sep 2020 10:29:00 EDT in Audio, Design, Production, Console/PC, Serious, Indie
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.


Posted by Josh Ge on Tue, 08 Sep 2020 10:58:00 EDT in Audio, Design, Programming, Production, Console/PC, Serious, Indie
Describing the methodology behind bringing Cogmind's maps, machines and other sources of atmospheric audio to life.


Posted by Josh Ge on Tue, 19 May 2020 11:43:00 EDT in Design, Programming, Art, Console/PC, Serious, Indie
Describing technical and design issues associated with having creatures that occupy multiple cells in the grid-based world of a roguelike, with solutions.


Posted by Josh Ge on Fri, 27 Sep 2019 10:31:00 EDT in Design, Console/PC, Serious, Indie
The hows and whys of making Cogmind's difficulty settings more accessible, and more likely to be used.


Posted by Josh Ge on Mon, 08 Jul 2019 10:23:00 EDT in Design, Console/PC, Serious, Indie
Exploring the hows and whys of alternate modes of play for roguelikes, taking a range of mode types from Cogmind and other games as examples.


Posted by Josh Ge on Wed, 13 Mar 2019 11:15:00 EDT in Design, Programming, Production, Art, Console/PC, Serious, Indie
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.



Josh Ge's Comments

Comment In: [Blog - 09/17/2020 - 10:29]

Lots and lots of new ...

Lots and lots of new stuff and improvements, yep, not least of all the full ambient audio that released last week--finally got to the end of the main roadmap where it was time to round out the atmosphere : r n r nBut yeah these additional audio features seem pretty ...

Comment In: [Blog - 09/08/2020 - 10:58]

True, a number of people ...

True, a number of people of people have brought up algorithmic music over the years, and I could see that working nicely as well. As you say, this was a lot a lot less work :P and something I could do without bringing on a third party, which I try ...

Comment In: [Blog - 05/19/2020 - 11:43]

Heh, yeah there are some ...

Heh, yeah there are some games which do this as well or perhaps it could be said instead , where pretty much the entire game is composed of multicharacter entities and you have something essentially like the growing number of retro-styled ASCII side-scrollers we 've got these days. r n ...

Comment In: [Blog - 09/27/2019 - 10:31]

Yeah even though with a ...

Yeah even though with a traditional roguelike it kinda makes sense that by default it 's going to be really hard, people really didn 't like the rawness of just making everything relative to that with such direct language. r n r nAnd the usefulness of having at least three ...

Comment In: [Blog - 07/08/2019 - 10:23]

Indeed CDDA is a good ...

Indeed CDDA is a good case study in this area, also a relatively unique one in the roguelike world since it 's been in development for such a long time as an open source project with quite a few contributors. DCSS would also qualify in that regard, although I believe ...

Comment In: [Blog - 03/13/2019 - 11:15]

It got long xD It ...

It got long xD It was originally even longer, so much so that I had to chop off the end and turn it into another pair of articles... The second is up on my blog, but will be patron-only for a while longer: r nhttps://www.gridsagegames.com/blog/2019/03/roguelike-level-design-addendum-procedural-layouts/