Archive for the 'Cortex Command' Category

« Previous Page« Previous Entries Next Entries »Next Page »

Posted by Data in Cortex Command - May 7th, 2010

I just wanted to bring to your attention the incredibly cool deal that a bunch of my indie gamedev friends have put together. For only three more days, you can get five absolutely solid quality indie games for WHATEVER PRICE YOU WANT.

Even if you have a few/all of these great games already, consider delivering this concentration of pure awesome fun to a friend through the handy gifting system.

Have no friends? Ok, then at least send some money to sick children and help the internet stay open with a hassle-free donation.

Have no heart? All right, then support the indie developers so they can keep making pure gold entertainment for your gaming pleasure.

Have no money? You must’ve missed the part about how you can literally set ANY price. Can you buy lunch? Then you can buy this. But only for THREE MORE DAYS: HUMBLE INDIE BUNDLE


(Oh, did I mention that there’s no DRM and all titles are available for Windows, Mac AND Linux?)



Posted by Data in Cortex Command - April 1st, 2010

Nice April Fools’ gag.. OR IS IT?!

You be the judge



Posted by Data in Cortex Command - February 9th, 2010

Metagame Mockup

Here’s a quick and dirty mockup of what a screen mid-round in a Campaign game might look like.

The whole thing will play very much like a board game, with each player (human- or AI-controlled) taking turns each round, deciding where and how to invest their funds in their bases and where to make their offensive move that turn. The choices have direct consequences over how the on-ground battles go, dictating how many bunkers and defensive forces you start with when defending, and how much of a budget you have to work with when attacking/exploring.

Also, the final outcome of each battle will cause players to gain and lose cherished and valuable income-generating bases (mining outposts), eventually ending the game with one player controlling all the available sites on the planet. The events on the ground will finally have meaning!

The lines you see in the image show where and in what proportions each player have chosen to invest their available funds that round. Yellow is for how much they’ve built in their already owned bases, and red is for the attack or expedition they intend to carry out that round. The floating team bars can be dragged around the screen to get a clear view of the situation.

We can hope this becomes as fun to play as we imagine it as we’re busy designing and building it! At any rate, we’re excited to find out ASAP..



Posted by Data in Cortex Command - February 3rd, 2010

MetaGUI EditorHello everyone, and belated happy new decade!

To the right we’re cranking away at one of the several menus and dialogs needed for the Metagame (aka “Campaign”) mode. In the coming days and weeks, I hope to throw up some more mockups, teasers, and info about this aspect of the project which will tie the whole Cortex Command experience together. In short: it’s a turn-based game which sits on top of the tactical missions (hence the “meta” – i.e. a game about the game) and puts them in a larger context. What happens in the tactical on-surface battles directly affect the orbital metagame, and vice versa.

We have cut away a lot of the feature creep and finally nailed down a feasible scope for this Campaign mode, and I think what we’ve ended up with is going be very fun to play. As always, we’re making it all data-driven, so you crafty guys can make and mod its content for a customized experience.

Having achieved a fairly clear and realistic picture of exactly how it’s all going to work is pretty exciting for us, so I expect productivity on this to really pick up! Stay tuned..



Posted by Andy in Cortex Command - December 5th, 2009

Wandering around on the intertubes the other day, both Dan and I independently came across this cool Zero-gravity experiments video. A guy makes a sphere of water in (held together in zero-g by a loop of wire) and does neat things like injecting air bubbles into it and making waves. Worth a watch!

It reminded us of a cool game called Osmos. There’s a trailer you can watch of the game here for comparison.

Osmos has, like Cortex Command, has won an IGF award too! It really is a lot of fun and is a very new and unique game mechanic. Check out the demo here.

Speaking of other games, have any of you checked out Minecraft?

scenic

There’s a few servers running in our forums — if you aren’t active already, join up and get talking! You can see all of our other-game threads here.



Posted by Data in Cortex Command - December 3rd, 2009

Q: In Skirmish play, will there be any goals implemented in it soon? Examples: Survive for X minutes, obtain X kills, collect X% gold, etc? – FrogFreak
A: There’s going to be two major game modes: Metagame/Campaign and the Scenarios/Skirmish (we’re still deciding on the final names..). The Scenarios basically offer any compatible combo of a Scene and an Activity (usually Lua script-driven). We’re working on having the Activities have a special Lua function that can test if a Scene has the required and properly named Areas and other placements needed for that Activity. That way each Scene can be re-used for many different types of Activities. For example, think of home base Areas and flag placements needed for a CTF Activity. As long as they’re in a Scene, that scene supports CTF games. – Data

Q: Will making money ever be anything more than collecting gold? – Garrett
A: Yup! There will be precious stones and artifacts buried in the ground. They have to dug out and brought up to the surface, tossed into a landing craft, and flown off the top of the screen for a big payoff. Also, we are working on animal fossils that have to be ‘revealed’ (but not dug out or destroyed) from the unexplored areas of every Scene, with an x-ray type tool. The fossil science data rewards are then given to teh team who first claimed that new site. – Data

Q: Can I have a dollar? – Jesse
A: You can have many dollars – if you earn them first! – Data

Q: How much micromanaging will there be in the metagame? Will it be like the total war series where structures can be bought in certain cities or bunkers? Or where generals could develop, fight battles and increase statistics?The Pub
A: Once a site on the planet has been claimed by one of the teams, it can be built upon. It will be an important part of the game to invest resources into your money-making bases, so they can be defended against attack. You’ll have to place all bunker modules, defensive installations and personnel before an attack happens, or it’ll be that much harder to defend when the enemies start landing! – Data



Posted by Data in Cortex Command - November 23rd, 2009

Here’s a new mailbag! We didn’t promise one EVERY Monday, did we?! (um, actually, seems like we did.. oh well here is a double dose anyway – be happy for what you get! ;))

I’ve noticed that, when an actor is wielding a shield along with a single-hand weapon, if the said actors crouches while pressing any other movement keys, the shield will disappear from it’s hands, to reappear magically (or not) a couple seconds later. Is there any hope that this issue will be solved in the next build?Areku
A: Ah, this is probably because the arm holding the shield is being used to crawl.. will add to the bug list, but can’t promise it’ll be fixed by next build! – Data

What cool new things are being done to help the modding community?Cody
A: As always, more Lua bindings to the engine and documentation for them. There’s also talk of some modding database integration in the forums. The forum admins know more about that, I’m sure there’s a thread or two kicking around in there. Looking at making the AI routines run in Lua instead of the C++ code… however, since I’m not so comfortable with Lua, I will probably ask some community hostshots to port the AI Update functions for me while referencing the current C++ code. Any takers? – Data

At the moment, the AI is a bit reckless and they sometimes end up wiping out their team mates. Will the AI eventually be able to ‘see’ better and distinguish friend or foe more accurately? – matty1
A: See the previous answer above! When the AI is run in Lua, you can make any changes to it that you’d like. Next build should have a Lua-based AI Update function that will override the native C++ one in there right now. – Data

bunkerbrainbots

I’ve been watching CC since the third build, but haven’t seen any information yet about implementation of hardware acceleration for graphics, which would greatly improve the performance and lower requirements on the processor and ram end. Are there any plans to implement this feature?Brian Frazer
A: There actually is hardware acceleration done in the blitting of bitmaps in CC, albeit very primitive and limited (DirectDraw7 on windows). The next Data Realms project is already being built on top of Direct3D/OpenGL to take better advantage of the the power of GPUs out there (yet still in 2D) – Data

Are there any plans to add multicore support to the CC engine?Cody
A: Nope – we looked seriously at this since CC’s physics engine is CPU-bound. However, the extra work and complexity involved in retrofiittng it to become multithreaded (and still portable) just doesn’t appear to be worth it. Next project, maybe… – Data

Will it ever be possible to have 4 players on 4 seperate teams?Matthew
A: Yep, I’m currently rewriting the way teams work because of the Metagame.. if things go well, there will be support for up to four teams, each with their own little symbol/icon instead of the red and green hearts – Data



Posted by Andy in Cortex Command - November 20th, 2009

I personally believe that frequent, not-so-relevant blog posts are better than sporadic, on-topic posts. Dan agrees and has given me the go-ahead to post the general goings-on around the DataRealms HQ! In the coming weeks I’ll post some tidbits from here and there. The posts will probably get a bit more personable and not “all business” as they’ve been in the past.

But for today:

xmas

Over in the Forums we’ve started up the Official Christmas Mod Contest. It’s fairly free-form – from weapons to sprites to total conversions, anything goes! Check it out; it will run until mid-December so we have time to take our Christmas breaks.

Meanwhile, Dan is dreaming about one day being able to do one-handed pushups.



Posted by Andy in Cortex Command - October 20th, 2009

Hey there! Sorry about the lack of posts recently.  Data has been trying to get me up to speed on all the changes since the last release, and it’s taking longer than expected. Until then, we will have to settle for mailbag questions!

I have a double-shot for you this week; half the questions are on the Campaign and half on Modding:

Are we going to be able to make custom parameters for third party factions in the campaign? Such as, using Darkstorm or UniTec as your set faction. Will the support even go as far as making custom campaigns for them?Sean
A: Yes, that’s the plan! You’ll get to choose your ‘native’ faction at the start of each campaign game, which can be any of the data modules loaded (ie possibly your own). All the stuff of that faction will then available to you at the regular prices, but you might still be able to buy things from other factions, but at very high ‘black market’ prices. – Data

Most of us know about the Whitebots (yay!), the Coalition and the Dummies, but are those going to be the three main factions or are there going to be more major races than just those? – Mapleleaf
A: Yup, right now we’re looking at least two more.. the dark bots and the red guys. Prom might be able to chime in with more details here. – Data

Can you tell us what the heck data & company are doing about the campaign? I mean is it going to be hardcoded or what? I’m dying for an answer and I know I’m not alone. – Not Alone
A: As usual, everything will be as data- and script-driven as we reasonably can make it. The campaign metagame is going to be separate from the story episode scenarios we’ll be putting out later. The metagame will be a super-replayable thing that should be different every time. Think along the lines of the board game Risk, and you get the gist of it. The story episodes are standalone, content-rich packages that tell a small part of the CC story with one or more solid scenarios sandwiched between an intro and outro. The campaign metagame is the highest priority for us now. – Data

Is Tradestar a faction within the Coalition? – NMP
A: The TradeStar is a type of huge mothership used by trade and exploration conglomerates to reach out into the galaxy and tap its resources. Think of the East India Co. as a loose analogy for the type of entity, and the TradeStar as a Galleon of that era. They hire on all these different competing ‘factions’ or smaller corporations who get to duke it out and see who can most efficiently harvest the resources of the planets they find. It’s brutal competition and market selection being put to use. Whomever wins the settlement battles, gets the contract for the entire planet. – Data

factions1

Will Lua be able to be directly attached/run on attachables? – CaveCricket48
A: I haven’t tried this yet, but I don’t see why it wouldn’t work right now? Give it a shot and PM the results in the forums. – Data

Will the lua scripting be able to use external modules? – John
A: I’m not sure what you mean by ‘use’, but you can safely reference anything that has been loaded in the same module as your script sits in, even if it is external. Just don’t reference stuff in OTHER external modules.. then you’re asking for trouble if someone has your module but not that other one. As always, it’s safe to reference stuff in the official module (until we remove or rename that thing in a new build.. 😉 – Data

Is it possible that the 8-bit color palette used for scenes (as opposed to menus) to be a mod-configurable file? The current palette is pretty limiting and has several near-identical shades of white. – Rawtoast
A: I could possibly add some controls for loading a different palette, if not to the INI files, then to the Lua interface.. it’s not a high priority though, as it would really mess up all the other stuff you’d load. This would only be useful in a total conversion type mod. – Data

When will we have a variable for emission velocities (like gibs)? – Duh102
A: I’ll have to look into this.. there’s always more controls to be expose.. at some point we have to triage which things to work on though. – Data

As usual, submit your queries to andy@datarealms.com – I have around 80 questions on backlog, but the more interesting ones get bumped to the front! Submit your query today!



Posted by Andy in Cortex Command - October 7th, 2009

Mod Contest 5 just went up!

– Make a weapon or an actor that is related to something undead.
– Undead does not specifically mean zombies. It could refer to ghosts, vampires, werewolves, or any other creatures of the night.
– Furthermore, the object itself doesn’t need to be undead, it just has to involve the undead.

Check out the official rules and discuss the contest in the forum.


« Previous Page« Previous Entries Next Entries »Next Page »