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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*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 :P.
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!…
[…] 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, […]
BLASTER MASTER on the nes was BOSS and this looks like some of that same awesome sauce! Can’t wait!