Archive for May, 2008


Posted by Data in Cortex Command - May 28th, 2008

Here’s another interview of me by the indie scene scoopmaker Tim W. at IndieGames.com. This one is more about the development than the game itself, which complements the previous interview well.

The big news Tim breaks is that we now have a very experienced guy actually working on the Mac OSX port of Cortex Command! After many years in the ‘big’ games industry, Chris Kruger recently left his position at Rockstar Games to pursue freelance programming on his own. We are very fortunate to have him working with us on our project, and all you Mac users out there will soon be battling it out on your native platform!

Chris is one of those guys who actually enjoy porting games, so there’s a good chance other target platforms will be within our reach as well. Stay tuned…



Posted by Data in Cortex Command - May 21st, 2008

There’s an interview with me in the current issue of Play Magazine, where some details of our plans are revealed. Click for legible size:

Play Magazine Interview Scan Thumbnail



Posted by Data in Cortex Command - May 15th, 2008

Console KillContinuing the feature series.. Next up is something really powerful that will open whole new worlds of possibilities for you tinkerers and modders out there: There is now an in-game console that enables so much control of the engine that it’s almost scary.

Thanks to the Swedish geniuses at Rasterbar (recommended to us by Klei), we have managed to expose almost all of our internal classes and interfaces to the Lua environment now running in the system. This will eventually mean that some of you will literally be able to create entire new games with the Cortex Command engine by writing elaborate Lua scripts in addition to the content mods and addons you have been limited to so far.

Even if you’re not so ambitious, it’s still fun to play around in the console. Like making a guy instantly fly at 100 m/s to the right –>>

Documentation of all the commands and interfaces will eventually appear in the Data Realms Wiki, so you can easily harness this new power that has been unleashed!



Posted by Data in Cortex Command - May 8th, 2008

Contrary to (understandable) popular belief, we are toiling away on the next build. I’ll try to get a series of posts going, each talking about a new feature or fix already completed for the upcoming version.

Concrete sprayer at work

Today’s featured… uh, feature is: sticky particles! Yes, now some of the spray from the concrete gun actually stick to walls and ceilings, as well as blood splashes, etc.

This enables you to reinforce tunnels and caverns you’ve dug in the bare dirt. Just spray some concrete up on the walls and it will set into much harder material to make intrusions difficult for your enemies!