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Beta 13 X2 Prelease - MAP ZOOM

Well this was quite the detour! Sorry for the delay, and especially that we were really supposed to be getting new content sooner here, but this turned out to be a mega QoL release instead...

While I'm not sure how many of our existing frequent players will benefit from or take advantage of the new map zooming feature in particular, considering that many are used to what we've had for years, I imagine as we head in this direction we'll be seeing lots of new and returning players as Cogmind breaches this final realm of inaccessibility :)

Still more to do on that front, in fact a lot more, but I've made huge progress over the past month, revamping the engine in numerous ways that I have yet to even had a chance to write about since I've been so busy simply getting it done. With X2 out there, I'll be taking some time to do a lot of reporting on the process that went into what we have now, and what's still coming, because X2 is actually just focused on map zooming, while some weeks of the recent work were actually aimed at laying the groundwork for what I wrote about in "Interface Crossroads."

I had wanted to see how feasible it would be to get straight to the Phase 3 mentioned therein, and  realized partway through the design prep that it's quite a lot of work, not feasible in the very near term, so my focus turned back to getting X2 released. And I was about to release it a couple weeks back without any related QoL for map zooming, mainly because I think said QoL will be somewhat less vital overall where the new UI is headed, but that'd be kinda weird since then no one would want to ever actually use it for real in X2--it really needs QoL to be playable :P

Cue another two weeks of work and we now have a very formidable array of supporting features that should make play with the map zoomed both possible and... interesting, to say the least. Some of the new features also translate back to the standard map size.

So let's get to it!

Changelog

Unexpectedly enough, this release actually cuts a lot of raw content from the original Beta 13 build I had going. The vast majority of new robots, items and tech I've added are not accessible, nor will they be in Beta 13 at all. They are reserved for Beta 14 and beyond to allow this release to focus mostly on the interface (I mean yeah there's Subcaves, too, and other events and stuff, but that's just a prelude to bigger things). I'll be adding more info about future plans in the "Year 10 of the Cogmind" summary I still need to write up for this year.

Here's the X2-specific changelog coming from X1 (as usual the full changelog for Beta 13 so far is included with the game):

We also have a Discord-specific feature update that's not part of the normal public changelog, so I'll list it separately here:

This will likely be especially helpful going forward with a public release after which even more players on Discord will be using that system. But anyway we'll see how it looks.

And it's not included in the changelog but I did add a little something special from a future Beta to this release. It's not yet present in its normal capacity and will be removed again before Beta 13 goes public, but in the meantime I thought it'd be neat to have some spicy new tech to play with in X2, if you can find it ;)

Change Overload!

Okay so it's a fairly lengthy changelog including a lot of QoL and interface stuff, but beyond that X2 actually also includes a ton of work not reflected above, far more than usual.

The reason for this is huge changes to the engine and Cogmind's own architecture to support A) zooming and B) the new UI layout-to-be.

In general terms I rewrote a lot of font-handling code, and a lot of Cogmind's window architecture in various places (it's going to take an article to explain that one, but it's a huge deal). All of this should technically, and hopefully, be seamless and transparent from a player perspective, so if no one mentions anything that's a good thing. Or more importantly no one reports weird crashes :P

The scope of these changes is so large that I imagine there are issues in there that I didn't foresee, or just things that went awry somehow and have so far remained unnoticed. On a technical level everything seems okay so far, but given the scope I wouldn't assume it's perfect yet.

Anyway, if there are any serious problems I'll of course be on it right away to serve up fixes.

One area that I don't expect to see issues (fingers crossed...) is the snappy new DLL tech Luigi has contributed. That guy's a genius, and if you missed it above, the changes can bring something like 40% faster startup times, and up to a 50% FPS boost during play. Crazy. Many thanks to Luigi for applying his genius to this area that not only Mac lovers can greatly appreciate, but even the majority of PC players can take advantage of, too <3

Gallery

Let's see some of the new QoL in action!

General inventory behavior might take some getting used to given how central it is to gameplay and for how many years it's remained unchanged, but this update introduces some long-requested adjustments...

Removing an item from a large inventory, or other changes to inventory contents, retains its scroll state as best possible:

Adding an item to a large inventory autosorts by type and scrolls to the new item's location in list, momentarily highlighting it:

Typewise sorting (forward and backward) is now the only way to sort the inventory, and the button changed appearance:

Okay that last one wasn't requested, but as I described on the blog it wasn't essential to retain the mass and integrity options there, and we really need those keys freed up for keyboard users.

Say hello to a new type of flashing '!' marker that temporarily marks where an Operator was last seen when they were heading to report you, mainly added as a complement to map zooming QoL, but also just good for those situations where you're spotted at the edge of your FOV and they take off without you realizing it:

Tiles mode players may find somewhat better environments at prior battle sites where you weren't a participant. While working on something unrelated I discovered that tiles mode was not able to drop simulated debris (I forgot to check the ASCII/tiles mode switch in that line...). Below is a before/after comparison, the left showing what you've been seeing all these years, the right showing what it should've looked like, after two groups of a few Grunts went at it in this room while you weren't around:

ASCII mode never had this issue, and debris actually worked in most cases for tiles as well, just only messed up if you weren't nearby for the battle, or some machine destruction, and later happened to come by that spot.

We've got a new Plasma Cutter. AGAIN. This time it's totally different though ;)

There are some new font options, though none at the most popular size (18), just 12/14/16/24. Tamsyn is available at multiple sizes, and is a pretty readable option like Terminus. Here's a 1440p screenshot example using 24/Tamsyn:

Zoom That Map

I've covered a lot about the map zooming feature in general here before, and later added much of that content and more to the blog in this series. So I won't cover the general stuff again, instead sharing some spiffy related QoL features I've only just been finishing up recently.

The fundamentals are probably best summarized by simply quoting the manual's new section on this topic under Accessibility.

One of the main challenges of having a smaller zoomed view area is the inability to immediately see new terrain and objects coming into view in your direction of exploration. To focus more on a particular direction, hold RMB with the cursor over a map position to designate that as a new relative centerpoint, and all subsequent movement will maintain focus at that same relative direction and distance. Modify this point as often as you like given your needs, or hold RMB on Cogmind to restore the normal centered behavior.

Non-mouse players cannot as easily select distant cells, so by default whenever zoomed in keyboard mode, regular movement will automatically attempt to adjust the map view so that a more useful or pertinent area is visible at all times. Aside from the default behavior, there are also several other types of automation to choose from. Read about the keyboardMoveViewCenterpointBehavior advanced.cfg option for how to switch to another, or deactivate this feature entirely. None of these methods will be perfect for all situations, but they might save time. They can also feel quite strange at first, but with some experience they might be something you can get used to, or perhaps figure out alternative approaches that work for you using manual assignment.

As with the mouse, keyboard users can also manually designate a relative centerpoint. This is done with the 's' key in examine mode with the cursor over your desired target cell. Assigning a manual centerpoint deactivates the automation feature until designating Cogmind's own position to reset it, at which point the automated system will again take over. This feature is also useful for quickly recentering the map to reset the automated system, by simply pressing 'x' to enter examine mode followed by an immediate 's'.

Since you can only see so much at one time while zoomed, only a quarter of the normal map area, there is a good chance that relevant nearby objects will be somewhat beyond the the edges, including even objects otherwise within Cogmind's own FOV. While manually panning the map or designating a centerpoint to keep an eye on a particular direction is useful, and temporarily zooming out to get a general idea of the surroundings is another option, to save time there are a variety of new markers that can appear at the edges of the map view to denote objects in that direction. You'll see markers for offscreen hostiles, non-hostiles (both neutral and friendly), new items, and sensor data. Each marker category uses its own unique background color, and in the case of sensor data is also darker and blinks in and out to reflect the fact that it is not a directly visible object like the others. Items are only marked until automatically labeled for the first time after entering view.

To aid in quickly drawing attention to new incoming threats, if they are visible to Cogmind but not in view at the time the map will automatically shift to show them and pause input for a moment. This behavior can be disabled via the shiftViewForEnemies advanced.cfg option. The map will also shift for certain other events you likely want to be aware of, including Watchers sending out distress signals, Operators preparing to report you, and special proximity pings of nearby machines (all controlled by a separate option: shiftViewForEvents).

Although available even while not zoomed, the <HOSTILES> button that appears above the map while there are hostiles within Cogmind's FOV was added primarily to facilitate play while zoomed in, offering another way to know and confirm that there are hostiles in line of sight, even if not currently in view. The button reports the total enemy count, and can be pressed to focus on and highlight the largest concentration of enemies. Pressing it again restores the centerpoint to its original area, or in some cases if there are other enemies not visible in the first highlight area it may be able to determine that and focus there instead.

Since first introducing it I also added mouse wheel control for zooming, so mouse users can also easily zoom in and out while holding Shift to pan around:

I'll be writing much more about these QoL features for the blog later on, and sharing more examples.

Get Beta 13 X2

On Steam, Beta 13 X2 is located on the new beta branch "beta_13_x2"  accessible with the code "ZoomitZoomit", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version,  send me an email at gridsagegames@gmail.com to be added to the Beta 13 cycle notification list. Anyone already on that list will receive an email.

Saves are not compatible with Beta 13 X1.

Moar!

So like I said, next up is more writing to share details on where all this is going, and the architecture built to support it.

I'd also like to finally release a new official version of REXPaint, including some previous patches and most importantly adding some new functionality enabled by these engine updates!

Then I'll be getting back to actually building Beta 13, which will be aiming for a new UI. The results should be pretty cool for many reasons, not least of which because it'll mean the majority of Cogmind players will be able to use a 2x-scaled size 12 tileset by default, which is what the tiles were designed for in the first place! I let Kacper know about that recently and he was happy to hear it :D

These tiles aren't in the game, nor will they be, but were part of the design process...

Update 231220b

As expected given the scope, yeah there were some bugs to squash on Day 1, especially one really serious crash bug caused by code I added to support features that aren't even available yet xD. So that's been removed, along with some other fixes here, a little changelog of just changes from X2:

Saves are compatible with the first release.

Update 231226a

Another quick update to address some mostly newer issues or a few things from the short list:

Saves are still compatible with all previous X2 releases.

Comments

Luigi: The only person to ever get MOD points in Cogmind's 10-year history :) I'm sure the move-while-zoomed feature is at its most controversial for keyboard players! Its usefulness will increase further in "better" UI layouts when the map view inevitably loses a portion of its width.

Kyzrati

Mod points: get; Real excited to see zooming, been playing around with it and still undecided on what the best settings are.

Nice Luigi

Zoomit zoomit!

Kyzrati

And zooming we go!

Charson


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