<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>MASTERMIND on MASTERMIND // Vlagopus</title><link>https://mastermind.vlagopus.ca/</link><description>Recent content in MASTERMIND on MASTERMIND // Vlagopus</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Tue, 14 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://mastermind.vlagopus.ca/index.xml" rel="self" type="application/rss+xml"/><item><title>The vault is finally a room</title><link>https://mastermind.vlagopus.ca/devlog/the-vault-is-finally-a-room/</link><pubDate>Tue, 14 Apr 2026 00:00:00 +0000</pubDate><guid>https://mastermind.vlagopus.ca/devlog/the-vault-is-finally-a-room/</guid><description>&lt;p&gt;First proper playable pass of the vault system. Not just a number on a ledger — an actual &lt;em&gt;room&lt;/em&gt; you walk into, with visible stacks of the things you&amp;rsquo;ve stolen. The prop artist rigged a gold-bar primitive that scales with inventory, so if you&amp;rsquo;ve had a good week the pile literally overflows the bins. If you&amp;rsquo;ve had a bad week, you can see exactly how much bad week you&amp;rsquo;ve had.&lt;/p&gt;</description></item><item><title>Rocket glove: third prototype, first survivor</title><link>https://mastermind.vlagopus.ca/devlog/rocket-glove-third-prototype-first-survivor/</link><pubDate>Sat, 28 Mar 2026 00:00:00 +0000</pubDate><guid>https://mastermind.vlagopus.ca/devlog/rocket-glove-third-prototype-first-survivor/</guid><description>&lt;p&gt;The rocket glove is a running bit in the design doc and it is also, after three prototypes, a thing that actually works.&lt;/p&gt;
&lt;p&gt;Prototype 1 detonated inside the glove. Prototype 2 detonated at the glove&amp;rsquo;s target, which is an improvement but still not the &lt;em&gt;stated&lt;/em&gt; mission. Prototype 3 delivered a minion from the R&amp;amp;D floor to the cafeteria in 0.8 seconds with only mild concussive damage to the cafeteria.&lt;/p&gt;
&lt;h3 id="gameplay-implication"&gt;Gameplay implication&lt;/h3&gt;
&lt;p&gt;The glove is a &lt;strong&gt;hand-held dispatch&lt;/strong&gt;. You can fire a minion at a room. This is either a bug or a feature depending on how much the player is laughing.&lt;/p&gt;</description></item><item><title>Minions are people, apparently</title><link>https://mastermind.vlagopus.ca/devlog/minions-are-people-apparently/</link><pubDate>Thu, 05 Mar 2026 00:00:00 +0000</pubDate><guid>https://mastermind.vlagopus.ca/devlog/minions-are-people-apparently/</guid><description>&lt;p&gt;Shipped the first pass of per-minion memory. Every minion now carries a small, persistent behaviour state — grudges, loyalties, one or two specific things they are weirdly good at, one or two they are weirdly bad at.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s 240 bytes per minion. The entire roster&amp;rsquo;s memory fits in a rounding error of RAM. The &lt;em&gt;effect&lt;/em&gt; on gameplay is not a rounding error.&lt;/p&gt;
&lt;h3 id="what-emerged-in-playtest"&gt;What emerged in playtest&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;A minion named M-041 (codename &lt;strong&gt;WRAITH&lt;/strong&gt;) refused an assignment three times in a row because the target was a museum in Prague, which is, per their backstory, where their sister works. We didn&amp;rsquo;t write that behaviour. The system inferred it from a single &amp;ldquo;affinity:PRG&amp;rdquo; tag we had on the minion and a &amp;ldquo;location:PRG&amp;rdquo; tag on the mission. We kept the emergence.&lt;/li&gt;
&lt;li&gt;Another minion started leaving the cafeteria five minutes before shift change every day. Every day. We have no explanation. We are &lt;em&gt;also&lt;/em&gt; keeping this.&lt;/li&gt;
&lt;li&gt;A third minion is, per the log files, slowly losing loyalty at a rate of exactly 0.3 per day and we can&amp;rsquo;t find why. The design team has named this &amp;ldquo;the slow bleed&amp;rdquo; and is building an entire counter-intel minigame around it.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="takeaway"&gt;Takeaway&lt;/h3&gt;
&lt;blockquote&gt;
&lt;p&gt;Cheap, persistent, per-agent state creates gameplay that feels like it was written by a better designer than anyone on the team.&lt;/p&gt;</description></item></channel></rss>