Archive for September, 2007


Posted by Data in Cortex Command - September 24th, 2007

Pathfinding through the materials

Yep, and it’s dynamic so when new tunnels are created and old ones get clogged with corpses, the AI will always know the path of least resistance to their targets – even if it means digging through lots of material!

This will change the necessity to heap tons of stupid AI guys on you like we used to do in the test builds. Now only a handful of smarty enemies should make a much more fun challenge than before.

It also means your own AI-controlled bodies can be commanded more specifically and be able to carry out much more complex tasks. Don’t want to bother digging that tunnel yourself? Just send one of your drones to do it for you, and he’ll expertly avoid rocks and other subterranean obstacles on the way.

UPDATE:
AI made tunnel
“Look Pa – I did it all on my own!”



Posted by Data in Cortex Command - September 13th, 2007

Invaders from Space!Just a quick update on what’s going on in DRL HQ. We’re crunching both to make the IGF submission, and the first commercial version of CC. The full in-game Scene Editor is now feature complete and we’re using it ourselves to build the real story scenarios that will make up the meat of of the Cortex Command experience. After six years in the making, we can finally say that we’ve transitioned from pre-production into actual production on this project. ;D

So, if you already enjoy the rickety skirmish mode of the test builds, you’re in for a treat. We are adding many times more content than you’ve seen so far. Environments, ships, guys, weapons, tools, game modes, cut scenes… oh my!

The Scene Editor will be included with the full game, and since we’re using it ourselves to build the game (aka “eating our own dog food”), it is shaping up to be quite powerful and user friendly.

Good things come to those who wait. Image to the left is purely fictitious fun.