
So 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!
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!
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Yes, A NEW UPDATE
Great work! Downloading now.
holy shit do want
Looks interesting. Do you know who’ll be producing art for it?
Glad to hear that CC is indeed still kicking.
Holy crap! This is very fun to mess around with! I just kinda hate how easily the wheels dent, I hit the master gravity button thing and a boulder crushed one of the wheels into a lopsided “L”, rendering the vehicle inoperable. Also when the rover spawns the drop dents the wheels making them oval shaped… still I would buy this game once it comes out!
this is really neat.
only qaulms are that you flip over way 2 easy, and that the gun needs work.
i think exploding rounds or like a laser or an mg or something would be better.
also, will this be multiplayer, and will you be able to customize your vehicle, cause indepth customization could make this a best seller.
Sweet jayzus, I am so testing this right now.
btw, will this have ini modding
I dunno, I’m kinda sceptical. After messing around with it for a while I’m not seeing the kind of potential I saw when I first tried Cortex Command. Will reserve judgement for now, though.
Fun! A little wobbly at parts, but, a nice experience. I look forward to future progress on this.
This looks really awesome.
i just made the first ever mod
This is good to know that you are active. Also, the game of vehicles, in it I have made my wheel a shoe, using gravity and jumps. This is fun. Continue.
I would like to see you guys see this stuff through. It is very fun. How much will it cost when completed? Are you going to make it so that we can get out of the car, in the next build? Please, make it like the drawings, they’re awesome.
http://www.mediafire.com/imageview.php?quickkey=zxnye0nnqde&thumb=4
Oh my god, I remember wishing so hard that Arne’s concept would become reality, and now… :O
DataRealms is awesome.
So for both CC and this, Arne is doing the art and some other guy is doing the programming…? What does Data do?
Will you please hurry up and finish CC?
I NEED THIS NEW GAME. Haha.
Big like. But I’d like to see more about CC. I’m really looking forward for the next build.
He /chills/
with weasel.
I’ll be honest. For a moment I went through a series of emotions. First I was overjoyed at a new post, then I was amazed at what looked like new content, then I was saddened learning this was not true. Then slight anger that it was a new game. But then I read the post, and I’m hopeful. I have faith that you’ll finish what you started with CC, and this new project looks very interesting. Hell, maybe some of the concepts you’ll learn while deving this will benefit CC as well.
At first I thought “Oh cool, blog update”
And then I saw the download button. My god.
Damn, this is fun.
Can’t wait for soemthing demolike of the actual game :F
Contrary, I’m thinking Data’s still the main programmer of CC, but has someone helping with the incorporation of Lua.
Anyways this new game looks like it could be great. The conceptual foundation of the gameplay sounds rock solid. I’m sure it’ll be a blast. But it’s not gonna have the same replay value and community interest of CC unless it’s got some of the same modding accessibility. That’s some food for thought.
socanwehaveb24now
Woo! I broke it already!
Those large stones make good grinding devices.
Multiplayer of that would be just as interesting as modding imo.
Yes, I am working full time on producing and programming Cortex Command, and will continue to do so until it is finished.
This test build of CVE is not very moddable (although you can have fun editing the image files and their silhouettes), it is purely a testbed for the physics simulation.
Dan, you should totally put your brain in a jar connected with a USBrain 3.0 and just code stuff with your mind.
Or maybe that’d be too much of a hassle, considering unicycling isn’t really possible in that state.
I try to with all my force avoid using bad language, but HOLY SHIT. I love pixel terrain, but this just sounds so awesome that it’s hard to belive it…. (Just hope it works well under Wine, I’ll post about that)
On Ubuntu 9.10 it works perfectly(at least considering how old piece of crap my PC is…), even under compiz with all the 3d and 2d desktop effects enabled!
Also… if it’s under sdl… why can’t you just compile a version for Mac and Linux? If you’re rewriting the stuff and already using sdl it should be a piece of cake for skilled programmer. Probably less than a week to get it fully compiling and working….
FUCK. YEAH. METAFIGHT!
Very happy with this.
bro, just wait for the game.
rage posts wont hurry him up, i would know, im a developer for different games. its because of rage posts like the above he wont go on the forums. trust me on this, as a developer, when you get a good reception on a game you feel like god, but bad ones really suck.
think about it, you just pumped days of your time into whatever game you made or are making, and some ungrateful prick gets pissed because one or two things isent perfect,or because they cant do something, or think that because you gave them 20 bucks you as an individual can rule their life, and tell them what project to work on.
this is especially true when your fans are requesting imposable or incredibly side tracking things.
we already discussed that online/networked multiplayer would require lan [zalo already did it], or internet so fast not even 1/10 the fanbase could use it.
if data was to process thread the cc engine, it would take a year or more, and potentially make it run slightly faster.
if it weren’t for all the hate we give data, he would probably be involved the community.
also, are those dots i see when i press V sph, or is the simulation grid based.
Perhaps some aspects of this might be implemented in CC?
A modular vehicle creator would be awesome.
OMG CORTEX COMMAND IS DEAD!
If you are unhappy with datarealms itself it’s your fault for thinking you hired their services for your miniscule fee.
exactly.
OMG LIZARD & LAFE ARE DEAD!
Give us build 24 godfuckingdammit! D:<
Looks good to me, Data.
Thanks for the update.
This may be for a totally different game, but seeing a couple of the stuff i’ve seen and heard from this (eg. not sticking to floors, vehicles you can enter/exit) could be quite awesome in CC. also, it’s very good to know that the dev team is not actually trapped in a well somewhere without laptops.
Heyyyyy
Good job guys! Good to know Data Realms is still alive and kicking.
Bleh, soft body physics on the player’s car itself is kind of a bad idea in my opinion. I keep getting the hull and wheels squished, from fumbling around to get upright again after flipping over, which happens a lot from jumping. It looks kinda dumb, in comparison to more standard visual ways of showing that the car is worn down, and it’s more frustrating than other ways of the car physically breaking down and working less and less as it’s smashed.
It’s cool, the way the soft body physics work as of this demo, but the player’s car seem like a bad place to implement it.
Just wondering… will this new game have free crabs?
@Azukki: Car’s tires need to be tougher imo. They’re too much like pudding at the moment.` Other than that though it’s perfectly fine if you ask me. The car just needs to feel like metal instead of modeling clay.
it’s a new blaster master
seriously did no one make that connection?
Dude, we don’t have to say that it’s blaster master when it clearly says in the post that it’s based on the japanese blaster master
I approve of expanding data realms, one game normally isn’t enough. Sometimes working on two things can give you ideas to spin of onto the other. It’s all looking good in my opinion, keep it up. Have no regrets buying it!
Play nice, folks. Constructive criticism is welcome – “constructive” being the key word here
*Downloads*
*Bows*
(I haven’t finished downloading yet, but does this support splitscreen multiplayer? If it doesn’t, it so should. CC is one of the main games me and a buddy play when he comes over and gives it a ton of replay value).
Sexy.
Well okay. It looks very interesting too interesting I would say. I hope all the interesting things will help the game feel whole not just a bunch of cool ideas stitched together.
PS:OMG DATA IS DEAD!
Hey, if you will make your game on the new engine and decide to abandon the old one – what about open sourcing it? It’s an amazing piece of software, many people could learn from it and many games could be created….
He’s proabaly already thinking of doing that after he doesn’t get any more money from it.
Oh and Dan, any chance we’ll see a puppyrollmobile in the CVE game?
So is it safe to assume that this will be the last build of CC?
Well, we’ve got great community. They could make a new game and give a free copy to each person who bought cc and opensource the engine, optionally without the content. I’m sure that by compiling mods from forum, fine-tuning them to work well together and adding more things could produce a great game. Or they could make both CC and the CVE-based game….. hope they will port CVE to linux(ok, and mac) since it is already using sdl and working well under wine
Sweeeet i saw some art for that car along time ago and made a Driving and shooting version in cc.
glad to see there will be a real version
so cc is not generating any income anymore i see
.
I don’t see why people are thinking this is the end of cc,
it’s said that someone else than data is working on CVE. and why are people whining so much for build 24, if it takes longer to make theres gonna be more new juicy and finished content available then like 1 new thing when updates are made at every end of the month or something. just like like a pig/cow/animal if you let it grow it its gonna have more meat… or something like that. and when B24 is gonna come out people are whine for build 25 anyway so…
I can say why people don’t buy CC too much – they want complete game, and currently there are not much things, that are available only to paid customers, and nobody really thinks it’s worth buying. Relasing builds more often, but only for paid customers(there would be free version being build earlier by 4-5) could help, but wouldn’t have to.
Uh, Dan’s supported by CC. I don’t see where you’re getting the idea it’s not selling.
Regardless, he’s expressed interest in _selling_ the source to RTE, like what happens with unrealengine, cryengine etc. So, uh, I think open source is very unlikely.
I like the idea of selling source. I would probably buy CC’s source if it wouldn’t be expensive and would cost reasonable money to a hobbyst.
Also please – you’re developing a new engine, even based on SDL, porting to linux shouldn’t be a big deal, and would probably greatly popularize your game(afaik linux users tend to brag about games for linux a lot, not only to linux users) and make many people very gratefull….
I agree, selling source to fellow Indies for a reasonable price sounds like a good idea.
… build… 24… now…
We’ll get it when data actually finishes build 24 I believe.
Hmm. There is no mac version? bummer. Can someone post a youtube of this in action, preez?
@KNIGHTD – Wine, I know Mac OS X is way worse than Linux and less supported than Windows, but wine should still work. Under my Ubuntu 9.10 it works perfectly, but still Mac and Linux versions of CVE would be nice….
Hope you dont remove the particle engine. I LOVE how you can dig into the sand and shoot the figures head of! I do want to break stuff!
Hey, this pretty much has working MO-to-MO collisions! Any chance it’s going to make it in cortex command too?
Hey dudeguys, pretty sure that since this is a completely different physics implementation, there will probably be absolutely no cross-pollination between the CVE and CC engine.
I doubt whether Data will be crazy enough to go for a full particle physics implementation again in CVE, and it seems unlikely CC will have other collision tech tacked on top of whatever we already have. It’s unfortunate, but the development of a more game-play-friendly engine like CVE seems more like the proper response to fixing current CC issues, as CC’s engine simply isn’t that friendly to concerns of traditional game design.
Naw. I doubt CVE is a ‘proper response to fixing current CC issues’.
Dan has picked up lots of experience over the years, you can’t argue with that, he could probably take CC’s engine right now and start re-writing the base to fix pretty much all the issues it currently has. And add cool awesome features like, I dunno, proper water (Not that I care of it, just sayin’).
Problem is, that would take alot of time (Dan has a life you know), plus it means throwing away all the engine work he did for the past many years.
I don’t see a good reason for him not to do a major engine overhaul (Not cool awesome features, but effectiveness and optimization) except the ‘throwing away’ of years work and regret of not doing an overhaul earlier…
In a perfect world, Dan would overhaul CC’s engine and make it the best goddamn game on the planet instead of hiding his failures behind a brand new game.
Perhaps CC will be done, then CVE, then perhaps a remake of CC?
No, the CVE game will be “arne’s game” as it is commonly known as.
Just look at his galleries and be amazed.
I agree with you, Maximdude.
@Maximdude
Pretty sure we just basically said the same thing.
Overhauling CC would be silly at this point, and even as it is it is certainly good enough to stand on it’s own with some basic gameplay polish.
Taking gained experience and making a new and awesome thing for the future is what is more likely going to happen.
The idea of continuing CC into the future seems silly; it has certainly been elongated enough as projects go, and only the most ludicrous fanboy should expect a company to only ever produce one product. This particularly stands true for the production of physics-y tech games. I’m sure that the implementation of a newer engine with better overall planning and support for things such as more than one CPU core will ultimately result in far more awesomeness than any amount of revision to classic CC ever will. Product iteration is a natural thing.
These days games sometimes take years to get finished. Look at number of CC devs. Think again, imho there is quite high chance they’re gonna finish it.
The number of CC ‘devs’ stands at one.
The number of CC ‘content devs’ is something completely different.
Sorry, I was kinda sleepy, my point was that with such small amount of devs it’s gonna take long time, but it will be finished. Forgive me please :>
Quote:
my point was that with such small amount of devs it’s gonna take long time
Maybe I could be a content dev. hinthint
OH YEAH!
That would be pretty swell, considering you’re one of the few ACTIVE people that should even be considered to be a content dev.
Indeed it would.
You could put in some tasty lua to spice up things.
I’m all for allowing other people to help out with making the content(even with the engine…)…
The only reason why I didn’t buy CC yet is the fact that they release updates so rarely…
Buy it to support DR, your 18 dollars might just buy Dan a couple of beers and the motivation to continue work.
Or he’ll just take your cash and buy some ammo for his 47 is he still has it. That bastard.
Hey, some rounds with his AK might be just the motivation Dan needs.
OH WAIT
DESTRUCTIBLE TERRAIN
http://devlog.datarealms.com/wp-content/uploads/2010/06/terrain_engine.jpg
Different system from CC of course, though that’s probably a good thing. I didn’t think they’d try a fully dynamic environment again, but hey.
Plasma cutter cuts a chunk out of the dirt.
Said chunk falls ontop of someone’s head making it go all SPLAT!!
Sooo…how we all doin’?
Cave Vehicle Engine for Mac?
What abount linux? Why everyone only cares about their own OS? >.>
How bout an update on B24 Danny? Any progress?
Oh Danny boy, the pipes, the pipes are calling
I just realized, I haven’t commented on the actual CVE program/engine/demo. It’s pretty great so far, I like how objects can be deformed and destroyed after numerous impacts.
Is there going to be “ini” based modding? Like creating your own objects with different/changable material properties?
I was also thinking, what if the “terrain” had the same destructibility as objects? It would break at certain points under stress, so you could have some-what realistic destruction with buildings and bridges and such.
Keep up the work Data.
This game looks good. But do you have enough time to carry on the work on Cortex Command if you work on a new “great project”? In my opinion it would be better if you finish the work on the first game (campaign etc.) before you start the work on a second one. People who bought Cortex Command probably like to have a full version for their money. Especially if they payed 30 bucks.
[...] CVESource: Source code of Cave Vehicle Engine [...]
>mechanics.jpg
Shutupandtakemymoney.jpg
Do Want!
You must do this!!!!
The internet commands thee!
The “CVE” is out in version 27?
Yet, much is unclear. Could you describe in more details!…
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BLASTER MASTER on the nes was BOSS and this looks like some of that same awesome sauce! Can’t wait!
[...] new test build of the Cave Vehicle Engine appears! So much great stuff: external editor windows for separate monitors, huge improvements to [...]
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