Archive for January, 2007


Posted by Data in Cortex Command - January 27th, 2007

Prom found this; it’s like straight out of Cortex Command!
Watch until about a minute into it… hilarity ensues:

AUUUGURGHhh!!” Awesome.

In other news, the next build will be a whopper with much deadlier AI. No more of that “Why isn’t he firing!?” business. After debugging the original AI code, I’m amazed that they managed to hit or even detect anything. Also: shields, awesome mouse control with analog sharp aiming that won’t go though walls, complete control device config, etc etc.

UPDATE: Work in progress shield saving a life – barely:

Shield Save



Posted by Data in Cortex Command - January 26th, 2007

This week we have given our trusty old forums a major overhaul, both visually and functionally. So if you haven’t visited it in a while, this would be a great time for a second look. We have some really cool user-made modifications and Scenes in there for you to try, and a vibrant community of fellow Cortex Command fans to hang out with.

Fan Forums

Here’s the announcement thread with complete acknowledgements for everyone who contributed to the makeover. Spam has been pretty much eliminated too thanks to the vigilant efforts of our new moderators.

ALSO:

We have set up an official Data Realms IRC channel. Read more about it here.



Posted by Data in Cortex Command - January 18th, 2007

A lot of progress has been made on the supported controls and configuration flexibility. I’ll let the following teaser screenshot speak for itself:

New control config screen



Posted by Data in General DRL - January 9th, 2007

There will be a little gap in new builds and activity for a while. We need to divert some time into other work that actually pays, so we can keep working on the Data Realms projects later. Something has to take care of the bills, I’m afraid…

In better news: when we come back we will start cranking away on the scene (level/map) editor, and it will kick ass. With this completely in-game WYSIWYG tool, you’ll be able to create the layers of terrain, scatter the debris in the ground, place Terrain Object hierarchies, and place individual Movable Objects (Actors, etc.) wherever you want. Then you can immediately test your scene and see how it plays. It’ll all be completely controllable with either the mouse or gamepad.

So keep checking back here – I’ll be posting some UI concept sketches for the editor later. Just don’t hold your collective breaths for new builds for a while.



Posted by Data in Cortex Command - January 3rd, 2007

What does this space ship prototype financed by Jeff Bezos (Amazon.com founder) remind you of?

Blue Origin craft
Click above for the video.

Read more here, with photos and additional sweet videos.

Found this at Slashdot.