Posted by Data in Cortex Command - January 10th, 2012

This is a little test footage from the latest unreleased internal build:

We’re going to try to make more videos in the future, instead of (not) writing boring blog posts.. so stay tuned!

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27 Responses to “Changing things up.. going to VIDYA”

  1. Dinberg - # January 10th, 2012 at 2:16 pm

    This makes infantry so much more viable as a group, I really like the change!

    If a piece of shrapnel were to collide over two stacked team mates, how is that handled – do both take damage or just one?

    Thanks, feeling very excited

  2. Mirefrost00 - # January 10th, 2012 at 2:22 pm

    Shoot-through! *Ode To Joy*
    Video demonstration is effective. 😀

  3. Petr Heinz - # January 10th, 2012 at 3:34 pm

    I feel this isn’t the right way, guys. It seems there is something improved in this build, but it’s hard to point out what exactly.
    Can you please take more inspiration from Wolfire and their Overgrowth Alpha Changes?


    They point out exactly what have they done in the last week and how it affects the gameplay.
    This is just 1:18 of “Oh no, I have no weapons”, “Fail”, “That was a lot of dummies”.

    It’s not like I don’t like this video, but it’s unrefined, with only a little information and generally I feel you can do a lot better.

    I like Cortex Command, preordered it and I know it huge amount of polishing to be done, but it would be great to see the progress I know you are making in more informative way.

    Thank you 🙂

  4. Petr Heinz - # January 10th, 2012 at 3:42 pm

    I think it would pay off for you to hire a person just to do the media thing. I believe it would give you much more publicity and paying customers.

    Also, your last post was from 28th of November. And that was only “Happy Thanksgiving, here’s a half-off coupon”. Last real devlog post was from 17th of September.

    That’s four months, guys. We’ve paid you, we love your game and are dying to see it polished, finished and with all those features we dream of.

    P.S.: Please don’t see me as someone overcritical, or just someone who came here to complain. I try to be constuctive. I really like Cortex Command. I like indie games. I like pixels, test dummies and spaceships. I like it all, I just want to hear more about it 🙂

  5. Ryan Fox - # January 10th, 2012 at 3:45 pm

    Great idea! Make sure to at least mention why you’re showing a particular video though. (ie: “Look at this funny bug we had.” or “We just completed this awesome feature.”)

  6. TheSlider - # January 10th, 2012 at 3:56 pm

    I agree with Ryan Fox. If you’re going to show stuff about the next build or about specific changes, at least point the non obvious ones out. Use wolfire as an example.

  7. matty406 - # January 10th, 2012 at 7:03 pm

    Pardon my ignorance, but how long has one been able to fire past friendlies instead of plowing through them with bullets?

  8. hjgdgdf - # January 10th, 2012 at 7:15 pm

    This is definitely a very good idea. Looking forward to more in the future.

  9. Footkerchief - # January 10th, 2012 at 7:23 pm

    That’s a new feature. The only one I could find in this video.

  10. Akoverlord - # January 10th, 2012 at 8:36 pm

    wait, do you mean what i think you mean by vidya?

  11. Lizardheim - # January 10th, 2012 at 11:28 pm

    You can also walk past them 🙂

  12. z1r0un - # January 11th, 2012 at 4:04 am

    Optional FF really makes sense in a side-on 2d game like this. Also should make the computer much less hilaribad. Can’t wait to try it. 😀 Care to hazard a release date for b27, Data?

  13. Brainslime - # January 11th, 2012 at 9:44 am

    Looks awesome!
    Also with this, I guess there will be options for the 2+ player games to set the alliance between people.
    Anyhow can’t wait!

  14. NaXx - # January 11th, 2012 at 10:19 am

    Gentlemen, zomborgs.

  15. Airburst - # January 11th, 2012 at 10:48 am

    Although friendly fire was fun, I’ll be glad to see it go.
    Far too many times have I been shot in the back by my teammates.

    Good work, Data!

  16. Mooseral - # January 11th, 2012 at 12:40 pm

    Though the difference between this and the last build may initially appear subtle, the impact on the core game play of these changes is likely to be anything but.

  17. Data - # January 11th, 2012 at 2:48 pm

    Yeah there’s a ton of new stuff; I’ll do a proper video soon walking through them. The teammate FF thing has huge implications on gameplay

  18. Adriaan - # January 11th, 2012 at 5:25 pm

    Awesome stuff! While shooting/squashing friendlies often resulted in lots of unexpected hilariousness, this should help the overall gameplay a lot. Looking forward to any other new features!

  19. bioemerl - # January 11th, 2012 at 8:35 pm

    Wow, B27 will go far! I am not a bit apprehensive about how the actors no longer shoot(or squish) friendlies. I would like to see some sort of mode where FF is enabled though. Weapons testing, people who must have realism, and I bet there are a few more reasons to have an option.

    I’m not complaining though! This looks awesome!

  20. Trystan - # January 13th, 2012 at 3:34 am

    Wow Data! It seems you’re becoming much more active.
    The community is pretty damn thankful for that.

  21. UncleFatt - # January 14th, 2012 at 9:19 pm

    Will there be an option to turn friendly fire on and off?
    I’d still like to be able to blow some peaceful friendlies to pieces.

  22. tYyPpI - # January 18th, 2012 at 6:17 am

    Hmm I wonder if the FF can be turned on and off? At least on skirmish defense and such.

  23. COMMANDERJG - # January 21st, 2012 at 9:47 am

    So when will the build be coming out?

  24. JohnDoe - # January 23rd, 2012 at 11:06 pm

    Wow, definitely helps for being able to form groups without ganking all your units. Friendly fire has to be an option though as nothing matches the hilarity of the current build.

  25. Cybernetic - # January 24th, 2012 at 1:10 am

    Im not playing cc again till the upcomming release the simulation is turning back into a game. A very complex and hard worked simulation turned into a game is brilliant because it requires a complexity to be presented in the most simplistic ways to the player. As programmer this is not allways what we bargained for but must face.

  26. Firecrystal - # February 24th, 2012 at 9:49 pm

    I particularly enjoy this update, because way back in B23 or so, I made a mod so that the CPU enemies would pass through eachother and their jetpacks and diggers didn’t hit anything. The game suddenly became much more fun and challenging due to the number of units that actually reached my base.

  27. Kareem Jurkowski - # August 9th, 2012 at 11:36 am

    The fun is in the trying…or practicing…(psst… if you time things right, you can get a whole lotta mileage’ out this). Good luck!