We’re proud of this one – enjoy!
We have figured out how to keep the entire engine at 8 bits per pixel internally (for manageable memory footprint), while rendering the last step of each frame in 32 bits per pixel to your screen. This allows us to do some nice glow effects in-game, and will eliminate any “crazy color” palette problems that some have experienced with the old 8bpp video mode builds.
You will still be able to turn off the effects and even go back to 8bpp mode in the next build, in case this slows down the game on your machine. We haven’t noticed a huge hit to performance though, so I think it’s well worth it for the extra eye candy.
Also, we’ve been profiling the memory allocations and have managed to plug the vast majority of the memory leaks present in previous builds. This should make longer games more feasible without CC slowly eating all your RAM.
Just wait for the rocket gib/explosion effects coming soon!
As Linus Torvalds used to say:
“Release early. Release often. And listen to your customers.”
Yes, B15 may have been a little rushed out the door. But we listened to the issues, and here is the fix to most many of them (plus more):
Enjoy!
Yes, that’s right: The first version of the in-gameplay integrated scene editor is now for you and your friends to have fun with! Co-operate to build your modular bunkers together or against each other before the game round starts, and then blast them to pieces!
As usual, there are many improvements and changes, but (also as usual) we worked uninterrupted all evening, night and morning to bring this to you.. so we’ll add the details later on after some sleep.
The big points are:
Next up: Making the AI actually able to navigate your arbitrary mazes and find your brain anyway – Coming soon!
So here’s an update on what we’ve been working on. There was a bit of a slump in productivity in June as we moved our offices, but we’ve picked up the pace in the past week.
A big problem with making mods for Cortex Command has been that any new names you defined in your data module could collide with ones found in any other random mod out there. So, if anyone tried to load both your and that other mod at the same time, very strange and unexpected things would occur (someone else’s arms and legs on your guy!). Or just crash the game with little clue as to what conflict caused it.
So we took a break from working on the new editors to solve this problem. Now, user made data modules form their own ‘name-spaces’, and thus can define whatever names they want, as long as they don’t conflict with anything in the official Base.rte module. This means your SuparGun will coexist peacefully with that other guy’s SuparGun, as long as you both follow some simple rules:
Back to work on the Scene and Gib Placement editors!
It’s Test Build time! We recommend you uninstall your previous test builds before installing this!
Quite a bit of new stuff in here, but much of it isn’t immediately apparent. Several big changes happened under the hood; examples include the way maps are loaded and the complete reorganization of the material palette.
Some of the many other changes and improvements:
What this does NOT have:
Also, old mods are unlikely to work with this build! We appreciate the huge amount of effort put into all the modifications for previous test builds, but we just can’t afford to spend time dealing with legacy support of not-even-beta versions! The good news is that mods should be relatively easy to bring up to speed with TB14. Later we will try to post some helpful technical outlines of changes between 13 and 14.
I know some of you are really getting anxious about a new build; here’s the situation:
Up till now the test builds have been a great way for us to evaluate what works and what doesn’t, and with the great community feedback and support we have an idea of what you like too.
Even though the tests have been fun to play in their own right, they were little more than half-finished game engines with some temporary data thrown in to try the different systems out. They did not really represent the larger gameplay design we have planned for the final product. Sure, the gun battles and basic elements are there, but the base building phase and more emphasis on strategy and tactics over twitchy action wasn’t.
Now that we have a framework and and idea of what’s fun, it’s time to build the real game. The project is at a point where we’re taking apart and rebuilding a lot of areas, and replacing most of the old temporary test data with fresh new art assets. It’s just not conducive to putting out tests as frequently as some of you have become used to.
Another reason for not putting out new builds while we’re changing things so drastically is that each one would break all the mods that are already out there.
So, while I will try to keep this devlog a little more frequently updated on things we’re working on, don’t expect test builds nearly as often as before. There may only be one or two left before we put out a version that really starts to look like the final product.
If you can’t handle the waiting, then why not submit your email address above, and give it a break. You’ll get an email every time anything new is announced.
Soooo… this whole week has been spent tearing my hair out over the core physics code. Everything else is being held up by these issues that I’m trying to resolve with the lowest level collision code. Being a physics-based game, Cortex Command’s gameplay is entirely dependent on having this robust foundation, or things really go to pot.
A clear example is the ‘tunneling’ problems, where actors could glitch themselves through the terrain, no matter how hard or thick the materials. The AI-controlled skeleton actors loved to do this in previous test builds. But no more! Although there are still other ways to compromise the terrain through glitches, the major ones have been fixed:
Also, a lot of time and effort was spent experimenting with having invisible physics springs pulling things apart when two objects started to intersect. The initial method I tried failed miserably, resulting in things being very squishy and mushy feeling. I’ll work more on getting the MO-MO collision responses working better, and see if we can’t get a new build out soonish.
There’s a reason for the unusually long gap between builds: wedding here in the tropics tomorrow, then honeymoon somewhere else. I’ll be back in business in a couple of weeks – although I’m still sneaking in some work on the laptop when ideas for the new collision response algorithms strike!
Until then ~
UPDATE: Thanks everyone for the well wishes and very kind comments! We’re done and married, and will enjoy the relaxing latter half of our two weeks now. 😉