Happy Holidays folks! Data here ~
After a year+ hiatus from the games industry, I am back in the saddle at Data Realms HQ and busy cranking away with the rest of the team on our next technology and new game that we’re building with it: Planetoid Pioneers. Some of you might remember those few recordings of programming Cortex Command I did a couple of years ago… to my surprise, hours-long videos of me mumbling at code were pretty popular! So, I’ve decided to take it to the next level and do livestreams on Twitch.tv, the first of which went down last night:
Follow our Twitch channel here for future live shows of me poking around with the very powerful editors and getting new stuff into the game!
Speaking of tools; we are about to release a couple of powerful ones that will be nice for you CC sprite jockeys out there.. will be very timely for the Workshop update.
Before I get to the goods, a newsflash on Cortex Command: We are indeed still working on a a nice update with Workshop integration that will allow you to publish your mods to everyone on Steam directly from within the game. There’s a lot of menu stuff that needs to come together still, but rest assured it’s well underway. Also.. some long awaited bug fixes are in the pipeline (seam gib bug, i’m looking at you!). Keep eyes peeled on our twitter feed for the latest on when that drops.
Anyway, I’m here to present yet another meaty update to our next project, the Cave Vehicle Engine; this time Miro takes us though our engine’s powerful particle systems and their new editors:
The particles will definitely be put to good use very soon as we get into the collision and particle penetration effects (e.g. bullets zinging off and through objects, with sparks flying and holes being made!). We strongly believe that realistic, detailed, and physics-driven effects add a massive amount of fun and feel to gameplay, so we care a lot about fully fleshing out these things which might otherwise seem like trivial graphical details. We are excited to show what we truly mean in time for GDC this year.
But wait, there’s more! Miro has been hard at work on a ton of other stuff like powerful in-game Lua debugging tools, Color Picker palette, Scenario Editing updates, and refined controls for getting all these editors OUT of the main game window and onto secondary monitors! It’s really a great way to work, with the main CVE screen filling your main monitor, and all the clutter of the editor panels completely off to the side, yet still controlling stuff in the game:
A new test build of the Cave Vehicle Engine appears! So much great stuff: external editor windows for separate monitors, huge improvements to the robot editor, a new FlipBot concept that is a potential solution to the ugly 2D sprite flipping animation problem. Miro demonstrates how it all goes down in these two new videos:
a complete walkthrough on how to build your own robot in the game:
Cortex Command is 50% off on Steam during their short Autumn Sale! Coinciding with it, there’s a new version out, with these improvements below. Some of the most significant fixes and enhancements are in the area of A.I., which is thanks to the hard work of Stefan “Abdul Alhazred” Winberg:
Hey guys, here’s a really significant update on the Cave Vehicle Engine project we are working on, in addition to polishing up Cortex Command 1.0! There is now a fully functional, yet unpolished (sound familiar?) robot/actor editor in there. I will let the lead engineer and tech designer Miro Adamus demonstrate how it works in this video:
Cortex Command’s Linux builds are now updated to the 1.0 version! You can find them in the licensing area, or on your Humble Bundle download pages. Let us know how it works and if you run into any trouble. Hope you enjoy!
We know the learning curve for getting into the game is still steep, and we’re working on making it more accessible. In the mean time, here’s a nice action packed tutorial for how to play the damn thing :] Thanks to @xxXChaosKingXxx for putting it together:
|While still in high school (“gymnasiet”) back in Sweden, I vowed to myself to make a game I wanted to play and that I would be proud to call a complete product.
Today, after eleven+ years (I just turned 30) and the help of some extremely talented collaborators, I have fulfilled that vow! Yes, Cortex Command 1.0 is now available on this site (below), on Steam, and on GamersGate! Everyone who has previously bought the game in any way can get a Steam key, right here.
UPDATE 2: Humble Bundle owners of CC can get a steam key directly on their HIB download pages.
Sorry for the length; I apparently had fun playing this, so time kindof flew. Apologies also for the low voice audio.. will do better job mixing it next time ~
Note: Remember to set the 720p quality using the lil cogwheel icon right above HERE
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.