This pretty much sums up our experience at PAX this year, and hints at what we’ve got in store:
At our first PAX Prime the other week, we were proud to present Cortex Command to the gaming public, as part of the awesome Indie Megabooth! So many cool and enthusiastic people came through and playtested the crap out of it! I have since been busy prioritizing and fixing the glaring issues before our launch of 1.0.. VERY SOON. Like, for realsies.
Yup, a fresh build is out, immediately available here, or on the HIB download page for you dear Humble Bundle customers! Mostly fixes and tweaks in this one, but there’s some new fun content too!
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.
Arne busts out some new personal art! This is not related to CC, but damn check it out nonetheless:
http://www.itchstudios.com/psg/main.php?id=rifts