Here’s a sneak peek of what you’ll have to deal with soon:
And he’s bringing his friends… lots of ’em.
You can follow any responses to this entry through the RSS 2.0 feed.
Both comments and pings are currently closed.
Looks awesome! 😀
ummmmmm you mean that guy in the box? or what?
?????? zombies as long as u put in a magnum S&W 500
ONOES! AM ZOMBIES!!1
I want an 8 gauge. NOW.
Umh, I think thats an skeleton.
Zombies should be bloody and pierced (maybe rotten, too)
dead bodies.
Zombie mode maybe? Awesome 🙂
Make it so that when they touch one of your actors (excluding rockets and so forth) they turn you into a zombie as well, and make it so that only spawn from one place. Zombie pwning madness :O
Rofl a skeleton!
This keeps gettin’ better and better!
Remove the guns, give them simple cutting weapons, and we’ll manage.
Zombies with GUNS? I mean, even falling too far is a lethal injury in this game; two shots is a fatal wounding. HORDES OF ZOMBIES WITH GUNS? We’re going to die. Simple as that.
What we need is some way of crouching, and also MOUSE SUPPORT FOR AIMAGE! YES!
But still, that’s awesome.
I thought it was a mummy.
It looks like one of the aliens you will have to fight. 8)
I hope that the undead will have weak limbs, and maybe being killed in an undead mode will cause the dead actor to come back to life as a zombie soon? (obvioulsy on the undead team)
sounds good but I agree with fat zombie’s sentiments and think that it will have some balance issues to sort out.
The zombies (I think that is a alien but…) should have chainsaws, knifes, axes and maybe a shotgun…
JESUS ON A JUMPING ZHOLY POPSICLE STICK PLAYING LINERIDER! this i just gettin weirder and wierder!
It’s a alien. 8)
C’mon!
Hover your mouse above da pic!!!
Its a skeleton…
ZOMBIE HUNT IN CORTEX COMMAND ?!?
HELL YES!!
Bone Assault troops eh?
Do they get jet packs?
Ok it’s not a ZOMBIE OR ALIEN IT”S A SKELETON!!!!
I’m sorry to ask this here but, how do i use the scene editor?
It is not a skeleton, nor zombie. It is not human at all.
Do they bleed to death? Because that would just be wierd.
WTF that’s a skeleton there. I agree with that guy:
MOUSE AIMING SUPPORT NOW!!! besides that robots should have sturdier limbs, and rockets should explode when they die.
(Also if you load a rocket up with those frag rocks (kinda like grenades but free, and you cant throw them as far) It should have a cluster nade effect: The rocket makes a HUGE explosion, which carries all the little frag things for quite a distance, and they in turn explode, covering the screen in metal shards of doom that kill everyithing: would be really cool)
Suppertime: No they won’t have jetpacks.. in fact, I don’t think they’ll even be able to jump. They will jsut pile on top of each other to overcome obstacles.
Toshiba: The Scene editor is not done yet. Stay tuned
Durza, no they won’t bleed, but tehy’ll be pretty weak.
zcool: mouse aiming is coming soon. Also, all those other things you are suggesting can already be done by yourself by editing the .ini files. Head over to the forums if you need help getting started. I’ll write an official modding tutorial soon too.
Yeah I know that’s at least three “soon”s in there. We’re just a couple of guys working on this, please have patience.
I looked up the devlog and noticed that the bleeding killed guys _really_ fast?
Now that bleeding stops too soon.
And besides, all those gibs “die” into background too soon.
Whatever, game rocks!
Skeletons must DIE!!!
PS. Jetpacks make moving too easy in MP…
and actors DIE when coming from rocket in 65% of deliveries.
Also, “recycling” destroyed robots would be cool.
There, I’m out of complainin’!
I’ve been following this game kinda’ closely but until now it’s been a bit of a tech demo rather than a game for me, but after reading the instructions (BOTH change character buttons to switch to the brain?!) I started enjoying it a lot more, and that was VERY much further enhanced by plugging in my Xbox360 pad – this game NEEDS dual-analogue in order to work, for me, as I rely on using the diggers in combination with the jetpacks to get out of sticky situations.
I think that it’s got a HUGE amount of scope interesting single player gameplay, espesh if there’s some interestingly complex bunker designs which require a little puzzling to get through (like having to drop grenades down thin shafts in order to knock out the power to open a door, which you’d otherwise need a heavy digger for, etc). Really looking forward to the next update.
I have a problem with the current version of cortex command.. Player 2 works fine, but with player one the jetpacks don’t work and they all move left even when i’m not touching the keyboard. I can’t make them turn either, which makes it unplayable 🙁
I have tried reinstalling it, it makes no difference.
Any suggestions?
Aresecast host: Thanks for the comments. Yeah we have a LOT planned for the single player campaign – think maps that are deeper than they are wide, filled with a sprawling bunker complex…
Keep up the good work on the ‘cast too, I’ve been listening since ep 1.
Blip: Do you have any joysticks or gamepads attached to the computer? Sometimes a throttle control on a joystick you’ve got attached will make te guy move automatically. This issue will be fixed as soon as we shape up the control configuration scheme. For now, try unplugging everything that can be considered a game controller.
Ta’ muchly. It’s odd, the game just *clicked* for me today and I’ve been thoroughly enjoying it. The AI could do with a little work, I think, as any enemies which spawn on the right hand side of the map just try getting into the base by pacing above the brain until they’ve literally worn a hole in the ceiling with their feet! Haha!
However as you’ve gone with a pixel-level collision system you’ve really done yerself no favours for path-finding, although I’d think it was an interesting challenge to build a pathfinding system which suited the game and could intelligently de-rez the map into terms which it could deal with using a node-based system.
Ooh, one thing that’d be uber-useful would be either a laser-trip-mine or just a laser-alarm which you could stick on tunnels so you can hear when someone is getting into your base. The amount of times my robots haven’t noticed a trespasser until they’ve had their head separated from their body speaks volumes about the AI of sentient robots in the future. 😉
And ta’ for the nice comment, I shall be giving Cortex Command another plug in the next one due to this recent update, but given my dwindling listenership (I think I offend about 50 people with each one who swear never to listen again) you’ll be lucky to get a dozen extra hits from it. 😛
Yeah, the AI can definitely need more work, considering I pooped out the entire current implementation in ~two days.
I’m going to fudge the pathfinding by making the AI switch to their diggers and start digging through whatever obstacle they have when they detect lack of progress to their target (your brain). It should work OK since they have all the time in the world to dig a tunnel straight through the map if they so need.
Mines and intruder detection rays are definitely planned and will make it in soon. The automatic doors will work using detection rays too, just like automatic doors at the mall. Gotto be of the right team for the door to operate, and if its ray detects you as enemy team, it’ll sound the alarm.
Haha, I suppose as you have diggers you have the luxury that your AI can resort to that. Although even digging is more of an art than a science so it’ll be interesting to see how the AI copes with pitfalls and the like.
Tbh, I’d hate to be the poor sod writing the AI for the game, even first person shooters can have simple geometry compared to your levels. If I was doing a game of a similar ilk I’d have tile-sized chunks of mining just so everything was in nice units.
Data, maybe a better idea would be to have the enemies equip their diggers until they see a friendly unit, then equip their gun and open fire?
Cant you make it so that you can use a dig-AI on your own guys, and then you set up a route, like you do in rts games, that he will try digging to.
Ithink that that youwl make it easier.
There are some automated digging robots planned. Think roombas that dig and suck up gold isntead of dust!
this game just get better and better! But just doesn’t understand the Drop Pod. I can’t get out of it!
can you put a pause button in the new game to.
Lol. A few comments:
I went into the ini files and made the drop pod weigh 6000.
Now whenever I order something in the drop pod, it falls straight thru the ground and squishes my brain. A helpful thing would be: rockets are dropped right on top of your brain as usual (since u can control them, its no big deal to move them left or right a bit). Drop pods are these really heavy (but not so heavy they fall straight thru the ground) things that automatically destroy themselves on impact, but also destroy anything they land on. but in exchange for the rocketlike control, you get to pick where they fall.
Also, anytime anything goes below the bottom of the screen, the game crashes.
^^^
It would really rock if instead of the game crashing, the thing that went past the bottom just looped to the top.
(if you dig straight down and make a hole in the bottom of the screen, and then throw a grenade down there, that grenade falls on your head, lol).
i think that it would be nice if the single player mode or maybe the next build would be like a level where you buy stuff still but u don’t try to protect ure brain but its like a metel slug level and ure guy dosnt get his limbs blow of every shot!! so it makes it easyer.
Hey, its me again.
Thnx data, you were right about the joystick causing my problems ^^ ( I stared at my computer for 2 hours trying to figure it out, and the joystick was right in front of me 😛 )
Loving the game, just one issue I really think should be fixed. Can you please fix it so that if you order more than 2 guys in the same rocket they don’t explode in a shower of blood and twisted metal?
Maybe you could , instead of having to piss around with the engine to fix this, simply make them come out one after the other and at different angles, that way they wouldnt come into contact.
that would rock , you could have a real invasion force ^^
Also , is it possible to make another couple of maps?
There, i’m done. 🙂
Ah, but that’s already done for the next build 🙂
Not only do multiple guys come out in an orderly fashion, but the rockets land themselves, unload, and take off! That’s right… no more waiting for the delivery to arrive, just choose the approximate area where you want your new stuff. You can still take manual control over the rocket at any time, too…
New build is going to be out this week.
Woooo! That sounds ace, Data. 🙂
I hated to have to wait as it sometimes meant coming back and seeing a robot shooting my brain before I could do ‘owt. 🙁
One other thing, maybe allow an option whereby if the rocket has landed and you pop out a robot that control switches to the robot automatically?
Wohoooo…
Its owning time to my friend…
That rocks, keep up the good work.
BTW, just press when landing and health
of the rocket is going negative press U/5,
swaps into dude coming out of rocket.
I can’t wait for that whens it gonna come out!!!!!!!!!!!!!
Data, i got teh new CC and it dosent hav Mr. strange skeleton, nor any other bodys (but i like the drop ship with teh AI)
Wat i would like to see is some tank thing in the game too. the dropship had the idea of the control system, but no turret!! plz make a hover tank 4 me (and maybe a few other ppl)!
(ps. i wouldnt mind a tactical command thing[the game is called Cortex COMMAND] were there would be maybe Guard, Return To Brain, Attack and Follow. cya!