Posted by Data in Cortex Command - January 7th, 2009

Hey, Cortex Command finally made it into the IGF, after probably breaking the record of number of years any same game has been submitted! We have been sending it in more times than I can actually remember.. there were even a couple of submissions under the name D.I.R.T., way back when, before some other game projects claimed it. I think the total attempts is five, but could be plus/minus one. 🙂

It’s always been well worth it though; we got enough publicity out of the IGF entries page listing to make up for the entry fee. That initial traffic definitely helped build the great fan base and community that we enjoy today!

Congrats to all our Indie brethren who also made the finals – I’ll see you in SF soon! And to those who didn’t make it this time, take it from us: Don’t give up – keep working on it and submit again next year! It’s always worth it.

To the right is the first official gameplay trailer that I just threw together for the finalist page. This is how Data plays CC! (best viewed in fullscreen mode)

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117 Responses to “Fifth (?) Time’s the Charm – IGF Finalist!”

  1. Allen - # January 30th, 2009 at 2:46 am

    This needs to be implemented here, methinks.

  2. Fardale - # January 30th, 2009 at 7:31 am

    I could wait for weeks more for a new build. As o am assured of its awesomness. Also, and sorry about this, 100TH POST!

  3. Warman - # January 30th, 2009 at 7:38 am

    ok geti let’s spam then.

  4. Woose1 - # February 2nd, 2009 at 9:31 pm

    Hey, that “stupid filter” thing is preety cool.

    Anywho, I hoped the majority of Data Realm’s community would be good, but I guess I am wrong.

    Frequent updates would be appreciated, or a least a technical update thingy-whatchamacallit stating exactly what you are working on, no-matter how technical it is.
    Hey, even a bad update is better than no updates.

  5. Woose1 - # February 2nd, 2009 at 9:37 pm

    I didn’t see any “new” AI.
    Details on this would be nice.

  6. whitty - # February 2nd, 2009 at 10:46 pm

    a few builds ago they would just walk to the spot above your brain and walk a path down to it after hours. the old AI blew big meaty chunks.

    the AI now can can plot the quickest and easier way to your brain while killing you and digging thought the ground.

  7. Mooseral - # February 3rd, 2009 at 2:27 pm

    Relatively quicker and easier, that is; it still misses some more obviously better routes, and otherwise does dumb things. It’s definitely better at finding it’s way to a point, but doesn’t particularly think or use strategy yet, also highly useful for raiding bases/finding one’s way around. But indeed, it is a huge improvement over what was in place in, say, build 18.

    On the subject of the blog comments, it strikes me that they generally work far better and tend to be far more productive on more frequently updated/moderated blogs; there’s nothing wrong with Data’s system of updating in general, but it might make sense for him to just disable comments.

  8. Woose1 - # February 3rd, 2009 at 3:50 pm


    I agree with this 100%. When I was reffering to the “New AI”, I meant from build 22-23.

    I am fully aware of how much bad the AI was at finding your brain or even fighting in build 21 and before.

  9. CaveCricket48 - # February 3rd, 2009 at 5:05 pm

    The faster Data releases Build 23, the more glitches it’ll have. However, the more time you give him, the more time he has to work out the kinks, and maybe add some more content. Be patient.

    And Data, excellent job on the new AI and on the IGF.

  10. Warman - # February 4th, 2009 at 7:19 am

    While that might be true, he could atleast post a new devlog.

  11. jello - # February 4th, 2009 at 11:49 am

    how the hell am i suposed to change the controlls in build 22… i keep changing it and i stays the ugly hjkl controls!
    and when i change them ingame nothign works! any idea? mail me!

  12. trolleydude - # February 4th, 2009 at 2:01 pm

    The controls seem to be a bit fucked. Are you playing on a laptop?

  13. Mooseral - # February 5th, 2009 at 12:04 am

    As controls go, all I managed to get working in B22 were the letter keys; I re-organized my layout to suit.
    However, if a key set with such restrictions does not work for you, I believe there was a thread in Support or General on the fan forums, which included config files for several additional set-ups (most of the common ones, with a few requests, I believe).

    Apparently a manual config (as per the forum threads) bypasses whatever is broken for the input setup in B22.

    Hope it helps.

  14. whitty - # February 9th, 2009 at 10:03 pm

    if you have control issues, copy the control settings from B21’s Settings.ini

  15. Mooseral - # February 9th, 2009 at 11:09 pm

    Yeah, that probably works too, assuming that one did not (as in my case) remove B21 before installing B22. Might be a cleaner workaround for people who could do it, however.

  16. Jello - # February 10th, 2009 at 12:00 pm

    well i still have B18,19,20,21 and 22 lol im a huge fan and there are mods in B18 or 19 that are not on the newest ones! so i keep them! ok so i should take the control lines from the setup.ini and copy it in my B22’s one? il try that
    And no im not using a laptop

    Windows XP
    Nvidia geforce 9800GT
    3.41 Pentium D CPU
    2GIG ram
    with sexy x-blade box 😀

  17. flashrash - # December 3rd, 2009 at 9:33 am

    Thank you! just what I need to read right now…