Ever wondered what it takes to implement a small feature in a game? Here’s a sleepy, rambly, and uncut/edited demonstration 🙂
We’re going to try to make more videos in the future, instead of (not) writing boring blog posts.. so stay tuned!
Here’s an idea for a cheap holiday gift to yourself or someone else: Use the code HALFOFFCC on checkout of a regular Cortex Command license and save 50% :]
Our new licensing system uses gift codes that can easily be sent to anyone, giving them DRM-free download access to the current and all future versions of Cortex Command!
This is only valid for a few days, so jump on it!
Yup, a fresh build is out, immediately available here, or on the HIB download page for you dear Humble Bundle customers! Mostly fixes and tweaks in this one, but there’s some new fun content too!
[UPDATE: The instructional video will come after some fundamental things are changed in the metagame, like the tiresome scanning mechanic etc]
I am going to add a video and talk about the now playable metagame/campaign here soon, but I just wanted everyone who previously bought the game to not have to wait and be able to download the newest version right away:
http://licensing.datarealms.com/licensing/
Use your email and old license key as password (all UPPERCASE) to get access to Windows, Mac, and Linux variants of Build 25, without any kind of DRM!
You can now play anywhere, anyhow without having to worry about registering license keys etc. If you forgot your old license key, just use the password reset feature on that page.
We worked hard on this one; I hope you enjoy the campaign mode with your friends, even in its current rough state!
Hey gang, today I want to direct your attention to this very interesting project that I am personally excited about and feel has a lot of potential:
As you can see, it’s a very impressive voxel, or ‘atom’-based 3D engine running smoothly on regular medium-spec hardware. The advantages and gameplay possibilities enabled by simulating the interior volume of the game world’s terrain and objects (as opposed to only the surfaces like in most games) should be clear to any fan of Cortex Command, Minecraft or Terraria – games entirely built around freely digging into and building with a world’s atomic matter of different materials.
As challenging as it has been for me to build a custom 2D physics engine to handle destructible atomic terrain in Cortex Command, I can appreciate the very promising progress that Branislav SÃleÅ¡, sole author of the Atomontage Engine, has made on tackling the third dimension at such high (and variable) resolution! Check out this video where he shows off how the volumetric matter can be removed to expose hidden structures beneath:
Amazing stuff! This is still an early prototype with only a solo man working on it, but I would love to see this technology mature to a point where we could one day use it to develop a future sequel of Cortex Command (3D? ;)).. Wouldn’t it be fantastic to build an underground bunker in one of those gorgeous, procedural hills and defend it against enemy forces landing from orbit?!
If you’re feelin’ me, then I urge you to consider donating and supporting Branislav’s project here! It will improve the chances of him not having to take on outside investment in exchange for control/ownership of his project – something that probably would hurt the chances of a CC 3D happening. In other words: let’s help him stay indie!
For the next version, we have implemented a subtle yet very powerful feature that I hope the modding community will have a lot of fun with. Extra, custom Pie-Menu options can now be defined for any Actor or HeldDevice, so that a Lua script is run each time that option is activated by the player in-game.
The custom options will show up only when an Actor of a Preset with them defined is selected, or he’s holding a device that itself has extra options defined. The options’ icons can also be of custom size and design. As an example, can you figure out what this modded Actor’s extra Pie-Menu option will do??: (it’s not what you see to the right)
In MyMod.rte/Robots/Robots.ini:
AddActor = AHuman
CopyOf = Robot 1
PresetName = Suicidal Robot
AddPieSlice = Slice
Description = Detonate Limb
Direction = 2
Icon = Icon
CopyOf = MyCoolIcon
ScriptPath = MyMod.rte/Scripts/Dismember.lua
FunctionName = Dismember
in MyMod.rte/Scripts/Dismember.lua:
function Dismember(actor)
humanoid = ToAHuman(actor);
if humanoid then
if humanoid.EquippedItem then
humanoid:ReloadFirearm();
elseif humanoid.FGLeg then
humanoid.FGLeg:GibThis();
elseif humanoid.BGLeg then
humanoid.BGLeg:GibThis();
elseif humanoid.FGArm then
humanoid.FGArm:GibThis();
elseif humanoid.BGArm then
humanoid.BGArm:GibThis();
else
humanoid.Head:GibThis();
end
end
end
This new modding feature effectively connects the entire Lua scripting interface and all its modding opportunities to the real-time gameplay presented to the player. Custom firing modes of weapons, explosive self-destruction of Actors, mission-specific commands.. you name it; pretty much anything is possible!
Two of the guys on the official Data Realms content production team, Chris “Capn-Bubs” Mansell and Elliot “TheLastBanana” Colp, have made a cool Unity game together. This is their own creation separate from Data Realms, but it’s pretty neat with excellent effects and animation, so I recommend you check it out and vote for it on Kongregate!
You can also follow their development on their own development blog. My hat’s off to these guys who once again show that they not only have great talent, but they put it to use by actually making something of their own!
Just wanted to give a heads up that we have now directly connected our internal Subversion repositories to Twitter, so that you can see what we are doing on our various projects on a daily basis! Follow us here, or just keep an eye on the top edge of this Dev Log page. Each tweet is prefixed with a name which shows the area the commit happened in, as follows:
This should do a better job of informing everyone who wants to keep closer tabs on our progress, while not requiring any additional work for us on the dev/content team (we write these commit log messages anyway!)