Archive for the 'Cortex Command' Category

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Posted by Data in Cortex Command - August 4th, 2011

[UPDATE: The instructional video will come after some fundamental things are changed in the metagame, like the tiresome scanning mechanic etc]

I am going to add a video and talk about the now playable metagame/campaign here soon, but I just wanted everyone who previously bought the game to not have to wait and be able to download the newest version right away:
http://licensing.datarealms.com/licensing/

Use your email and old license key as password (all UPPERCASE) to get access to Windows, Mac, and Linux variants of Build 25, without any kind of DRM!
You can now play anywhere, anyhow without having to worry about registering license keys etc. If you forgot your old license key, just use the password reset feature on that page.

We worked hard on this one; I hope you enjoy the campaign mode with your friends, even in its current rough state!



Posted by Data in Cortex Command - June 2nd, 2011

Hey gang, today I want to direct your attention to this very interesting project that I am personally excited about and feel has a lot of potential:

As you can see, it’s a very impressive voxel, or ‘atom’-based 3D engine running smoothly on regular medium-spec hardware. The advantages and gameplay possibilities enabled by simulating the interior volume of the game world’s terrain and objects (as opposed to only the surfaces like in most games) should be clear to any fan of Cortex Command, Minecraft or Terraria – games entirely built around freely digging into and building with a world’s atomic matter of different materials.

As challenging as it has been for me to build a custom 2D physics engine to handle destructible atomic terrain in Cortex Command, I can appreciate the very promising progress that Branislav Síleš, sole author of the Atomontage Engine, has made on tackling the third dimension at such high (and variable) resolution! Check out this video where he shows off how the volumetric matter can be removed to expose hidden structures beneath:

Amazing stuff! This is still an early prototype with only a solo man working on it, but I would love to see this technology mature to a point where we could one day use it to develop a future sequel of Cortex Command (3D? ;)).. Wouldn’t it be fantastic to build an underground bunker in one of those gorgeous, procedural hills and defend it against enemy forces landing from orbit?!

If you’re feelin’ me, then I urge you to consider donating and supporting Branislav’s project here! It will improve the chances of him not having to take on outside investment in exchange for control/ownership of his project – something that probably would hurt the chances of a CC 3D happening. In other words: let’s help him stay indie!



Posted by Data in Cortex Command - May 12th, 2011

Grappling hook demo, courtesy of CaveCricket48 and LizardFor the next version, we have implemented a subtle yet very powerful feature that I hope the modding community will have a lot of fun with. Extra, custom Pie-Menu options can now be defined for any Actor or HeldDevice, so that a Lua script is run each time that option is activated by the player in-game.

The custom options will show up only when an Actor of a Preset with them defined is selected, or he’s holding a device that itself has extra options defined. The options’ icons can also be of custom size and design. As an example, can you figure out what this modded Actor’s extra Pie-Menu option will do??: (it’s not what you see to the right)

In MyMod.rte/Robots/Robots.ini:

AddActor = AHuman
  CopyOf = Robot 1
  PresetName = Suicidal Robot
  AddPieSlice = Slice
    Description = Detonate Limb
    Direction = 2
    Icon = Icon
      CopyOf = MyCoolIcon
    ScriptPath = MyMod.rte/Scripts/Dismember.lua
    FunctionName = Dismember

in MyMod.rte/Scripts/Dismember.lua:

function Dismember(actor)
  humanoid = ToAHuman(actor);
  if humanoid then
    if humanoid.EquippedItem then
      humanoid:ReloadFirearm();
    elseif humanoid.FGLeg then
      humanoid.FGLeg:GibThis();
    elseif humanoid.BGLeg then
      humanoid.BGLeg:GibThis();
    elseif humanoid.FGArm then
      humanoid.FGArm:GibThis();
    elseif humanoid.BGArm then
      humanoid.BGArm:GibThis();
    else
      humanoid.Head:GibThis();
    end
  end
end

This new modding feature effectively connects the entire Lua scripting interface and all its modding opportunities to the real-time gameplay presented to the player. Custom firing modes of weapons, explosive self-destruction of Actors, mission-specific commands.. you name it; pretty much anything is possible!



Posted by Data in Cortex Command - February 23rd, 2011

Two of the guys on the official Data Realms content production team, Chris “Capn-Bubs” Mansell and Elliot “TheLastBanana” Colp, have made a cool Unity game together. This is their own creation separate from Data Realms, but it’s pretty neat with excellent effects and animation, so I recommend you check it out and vote for it on Kongregate!

You can also follow their development on their own development blog. My hat’s off to these guys who once again show that they not only have great talent, but they put it to use by actually making something of their own!



Posted by Data in Cortex Command - December 22nd, 2010

Hey all, here’s a rundown of what’s new in the new Test Build 24 of Cortex Command, which was launched in the Humble Indie Bundle:

Unexplored cave.. what awaits inside?

  • Support for an unseen (unexplored) obscuring layer of the Scene, per team. This enables a lot of interesting game mechanics where the players of the same team share the knowledge about a Scene they’re playing in. Only by having one of their bodies or ships literally ‘seeing’ an area will what’s there be revealed. This should make digging for treasure, hidden bunkers, and fossils much more interesting in the future. It will also be integral for the Metagame, where collected intel about a site or enemy base on the planet is key to winning.
  • Scripted logic for revealing the entire surface of a scene by way of a “scan from orbit“. Naturally, while this scan reveals everything in the airspace and the surface of the planet, it doesn’t penetrate far into the ground and thus leaves everything subterranean a mystery to the team. See the “Prospecting” activity for a work-in-progress example of this in action.
  • The Lua interface documentation in the CC Wiki (coming back online shortly!) is now updated automatically by scanning the source code of the game and harvesting the extensive comments we’re written for all the classes, functions, and member variables.
  • The animation of the arms and legs of characters in the game are now much improved when their bodies are tossed around. They will cartwheel out as an approximation for centrifugal forces of a ragdoll flying through the air.
  • Upon loading a terrain, the algorithm for randomly placing terrain debris like boulders and gold nuggets now take a lot more care in not placing these things floating in underground caverns and spaces under overhangs.
  • The effectiveness of jetpacks has been reduced, but will be rebalanced a bit upward again by the next build. Got a little carried away..
  • Landing and objective HUD cursors are now red for friendly, and green for enemy (sounds a bit backwards, but works well in the game’s color palette).. this is to accommodate more than two simultaneous teams playing at the same time.
  • Any of the four players can now control the mouse cursor in any of the general or shared menus, like the Main Menu and all the editors etc. This also applies to the gamepad/joystick players, so one doesn’t need a keyboard/mouse to navigate the menus anymore. (yay for couch-friendly play)
  • Added quit confirmation dialogs so hitting esc doesn’t make you accidentally lose game progress (especially important for the metagame).
  • Teams can now have custom, mod-addable flags/icons, which will show up in-game instead of the previously hard-coded heart icons. This is important for the metagame as well.
  • Speaking of changes regarding the teams in preparation for the metagame, there can now be FOUR teams vs the previously hardcoded two. Also, there can be ‘gaps’ in both the player and team numbers in a game. This is very important to note for poeple who script Activites.. take note at how all the included Activity scripts now iterate through all players and teams. Failing to accommodate this change will break any game that has, for example, team 1, 3, and 4 playing in a game. (note the gap in enumeration)
  • Completely new Scenario Battle mode and menus, which replaces the old now obsolete Skirmish menus and setup GUI.
  • Activities and Scenes are now decoupled, so that you can first choose an Activity (brain match, last man standing, CTF, whatever else we/you wanna script) to play, and then all compatible Scenes are presented where you can play it. The compatibility is determined by any named Areas used in the Activity in question, like spawn points, landing zones, flag areas etc. The Scenes will be automatically scanned by the engine to check if they contain all these Areas used by the selected Activity, but the script writer can also specify custom requirements as well.
  • An almost entirely new set of general Scenes whose terrains match their different geographical sites on the planet. For example, the ones placed in the desert on the planet actually look like a desert landscape when you play them, etc. These will make up the bulk of gold-rich sites you fight over for the Metagame.
  • New hand-pixeled backdrops by Simon “Snake” Stafsnes Andersen of Owlboy fame.
  • A set of new Activities (with proper winning conditions!) to play on the above scenes, including “One-Man-Army”, “Harvester”, “Survival”, etc.

Campaign play - not a mockupSo, what happened to the Metagame/Campaign mode we’ve been previewing in previous posts? Well, most of the effort since the last build went into getting this up and running.. however, as we worked on it, it became clear that many changes (like support for four teams, etc) were necessary to the engine to accommodate the types of battles that would happen during a Campaign.

Then, as the deadline for the Humble Bundle loomed, I realized that all these changes to the engine had fundamentally broken the previous Skirmish mode and its menus for setting up games. It quickly became clear that we had to abandon the hopes of finishing a first playable revision of the Metagame in order to rebuild and have ANY kind of playable modes working in time for the Bundle timeframe. That’s why this build’s Campaign button is disabled; we couldn’t ship it in a half-baked and confusing state to all the new people (now ~200k and counting!) who would be exposed to Cortex Command for the first time through the Bundle.

The good news is that while the work on the Metagame’s menus and mechanics aren’t visible in this build, it is quite far progressed already, and we are excited to get the last remaining phase of the turn-based mechanic running so the whole thing can actually be played, round after round! We intend to have a first revision of the Metagame up and playable (albeit still rough and unfinished) in the next build.

Last note: for everyone who has bought the game directly from us prior to the Bundle, check the previous post below for instructions on how to get Build 24. We are planning some very interesting things in terms of updates and DRM (or lack thereof) in future builds 🙂 Rest assured that you won’t regret having bought a license before these changes…



Posted by Data in Cortex Command - December 14th, 2010


Title and video says it all, really! Check it out at http://www.humblebundle.com/
Pardon our site being slow while hammered by the Bundle traffic..

UPDATE: For those who already bought the game before and are looking for the newest update, check the forums..



Posted by Data in Cortex Command - December 13th, 2010

augmentation_rough
Stay tuned for a big bundle of love..



Posted by Data in Cortex Command - July 22nd, 2010

Hey folks, just wanted to let you know that Arne has made a thread with a bunch of new Cortex Command art works-in-progress! It’s a cool place to check out the process HERE!

Alien meeting 2010 b

alcoves



Posted by Data in Cortex Command - June 17th, 2010

Mechanics outlineSo after six months of development, it’s about time we pull the covers off the next big project Data Realms is working on! Before I say anything else, let me assure you all that Cortex Command is still alive and well. It’s what I personally focus my development time on until it is considered “done”.

For a couple of years now, I have been dreaming about making something out of these incredibly inspiring sketches that Arne made for his Metafight redesign page. The new project wouldn’t be set in the Metafight world (for licensing reasons, etc), but many of the game mechanics outlined in that sketch just looked too fun to not make a game out of!

A vehicular exploration/combat game where you can jump in and out of your ride, then run it into the ground until you find another one to replace it.. now that’s what the Cave Vehicle Engine is going to support! When on foot, you will have a little jetpack with which you can skim down slopes and do cool jumping and grappling tricks to get away from danger.

While Cortex Command and its Retro Terrain Engine was all about the dynamically destructible pixel terrain, the Cave Vehicle Engine is going to be about the dynamically deformable/destructible movable objects (as opposed to the mostly static terrain). The graphics and physics are now all polygon-based and fully hardware accelerated.

The person who has been working full-time on getting the CVE and its custom physics system going, is the very talented Miroslav Adamus, a Slovakian hero who is a much better (and faster!) programmer than myself. Among other things, he has so far managed to implement a powerful particle system, soft-body dynamics with volume (area) preservation, procedural fracturing of objects, and run-time generation of physical objects based on transparency data in their source images/textures. We are applying the lessons learnt while making CC, so this new technology should reach new heights of power and modability!

Early sketchesCover mechanicsTerrain engine

Oh, by the way, in addition to much other rambling, the maestro musician DannyB and I talk about the project about 25 minutes into this podcast by the 1UP Oddcast crew: PODCAST DOWNLOAD

In the spirit of transparent indie development, here is a very early test build of the engine in action! Have fun smashing objects around and driving the test vehicle. 100% of the art in here is placeholder test stuff, so don’t judge how it looks, only what it can do. In fact, everything (including the physics) is in early test stages. There’s definitely weirdness in many situations, but we think it’s already quite fun to noodle around with! See the included readme for the controls, and ENJOY!

Crush and awe
Download CVE Test Build 24!



Posted by Data in Cortex Command - May 8th, 2010

Metagame Income Count PhaseHere’s a little preview of what one of the phases of the turn-based metagame will look like.

Specifically, this is the income-counting phase where all the revenue from each team’s owned mining bases gets tallied and added to their gold accounts in the TradeStar. When the lines actually point to the TradeStar, it indicates the money that team had left over “in the bank” since last turn.

In designing these UI animations, the challenge for us is to always show in a graphically clear and appealing way what’s going on with the flow of money in the metagame.. I hope this draft approaches that goal!

I know you are eager to try this thing out; the trouble with building a turn-based game system is that none of it is really playable until all the components have at least a baseline of functionality implemented. If any one phase of a game round doesn’t work yet, you can’t really play the game at all.

The good news is that we’re currently making good progress and are completely focused on closing that gameplay loop, at least in a basic fashion. As soon as we do, the long-awaited new build will be out for you to try and give us feedback on!


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