Play Free Online Car Games

Car GamesCar video games are a superb approach to keep your children at house. We all realize that the youngsters regardless of how younger they could be love to play with electronics or know-how. They have a particular love for smartphones and computer systems. Mostly they loves tech like smartphones and computer systems as a result of nearly each youngsters naturally is a video games lover. They just love to play video games. Two other things that children love are automobiles and bikes. There for there interest extensively goes into automotive games. Car games are the most well-liked games amongst kids.

If you look again and think, in kids, the liking for cars being right from the age of 6 months. Place a moving automobile in entrance; he/she might crawl to hold it. One may argue that it’s a liking for something that moves. But quickly the child acknowledges the structure …

Adventure Games (3)

Adventure GamesIf you simply want to enjoy the story of recreation, you may decide some simple journey games with improbable story. These games usually don’t want many ability and courage. But if you’re so courageous that you actually wish to show your willpower to be a great adventurer, you possibly can strive some troublesome and scary games. In these video games, survive will be the most difficult factor, solely while you clear your enemies and obstacles, are you able to stay alive to see the end of our recreation. The world of recreation is cruel, take note of your surroundings in every minute or you may be killed.

If you are a loopy journey recreation lover, it will be a right alternative to choose our web site We have loads journey video games and a few of them will make you like them a lot that you just can not bear …

Year 8 of the Cogmind

Cogmind is now in its 9th year of continuous development, so as usual let’s take a look at the past year of progress in yet another annual review!

Although most of the feature progress I share is in the form of animated gifs, there are a handful of static PNGs as well which I’ve compiled into another collage for a visual overview of 2021:

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Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and Twitter (larger size here).

Hourly recording of dev work continues as usual, and the trajectory is similar to last year with more time put towards coding and work on the game itself as opposed to community-facing marketing-type stuff (an angle made easier by the lack of public releases, but we’ll get to that later :P). I’ve been a lot less interested in getting the word out and would rather

Year 9 of the Cogmind

Early this year Cogmind celebrated its 10th anniversary since it was first released as a 7DRL, and as the year comes to a close it’s once again time for an annual review to take a quick look at where we’ve been, and where we’re going!

First here’s our yearly dev collage showing off in visual form some of the progress and work since our last review, version 2022!

cogmind_development_year_9_small

Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and social media (larger size here).

While lots of cool things have happened this year, I’m a bit disappointed that the past couple months were shattered by health and IRL issues (mostly repeated Covid interruptions), slowing what would’ve otherwise been an even more productive 2022. Technically I put in 7.5% more hours than the previous year, but the total fell 13.7% compared to 2020.

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Cumulative hours

Special Commands Menu Design – Cogmind / Grid Sage Games

For years now I’ve been planning to eventually create a menu for accessing Cogmind’s lesser-used “special commands,” features not only requiring the keyboard, but even all assigned to Shift-Alt key combos. So these rarely needed (but still sometimes useful) features were already pretty clearly grouped together as a unit by their annoying modifier, but ideally they should be easier to trigger, not to mention also more readily available to mouse users.

I waited quite a while to implement this menu, mainly because I wanted to design and build it for a more stable and complete set of special commands, one that we couldn’t really be sure about until later in development (and sure enough these features have been gradually expanding and fluctuating over time, coming to a head in the current Beta 11). In the meantime it wasn’t an especially pressing issue because, again, these aren’t exactly commonly needed features,