
We’ll, we’re back to programming after the post-conference fatigue. Here’s the photos from last week. Good times.

Anyway, work is well underway on the next test build which will focus on the different selectable AI modes for both the humanoid and flying actors.
Before switching away from the currently controlled one, you get to choose what behavior it will have when it is on its own. Some example modes are sentry, patrol, brain hunt, and gold dig for the humanoids.
If we can make the interface intuitive enough, it should be fun to play too!
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That should be fun can’t wait till it comes out
That sounds awesome, I always had trouble getting gold when I had to actively defend my base. Really looking forward to the nest release.
sounds awesome ![]()
Really can’t wait, is the level editor included too?
If not, the next build will cancel it out.
Woah. This is what I’ve been waiting from Build 13. Way to go, Data. That will cheer everyone up I’m sure!
coolio
AWESOME. Data, are you going to work on the campaign mode soon?
First this, then editor, then campaign (built with the editor)
Makes sense.
So, there won’t be wheeled vehicles? Please Data, work on it! with CC physics engine it wouldn’t be so hard!
And, what about the rocket gibs?
Anyway, you’re making an amazing work.
at last AI control yes go DATA REALMS team
i cant wait for the options to place turrets!
Does this mean, that always when I switch from a actor to another, I would have to define his behaviour? Wouldn’t it be easier to have an extra button for that or something?..because I usually scroll through my actors with haste (sorry for bad english, if any)
@Block:
I think it will have an extra button for the AI, and if not, when you simply switch to an actor, then away quickly, I think it will still use the last selected AI. That way you don’t have to choose the AI everytime you switch away from them.
Data, Is the Campaign only going to be included with the final version? Or are you gonna release it in a trial version?
I think you should add more stuff before the final version. A lot of users have been asking for wheeled vehicles. I, as well as some other users, have been wanting online play. Also, in the official forum, One of the “Acts” says that there are underground space moles. Are these still going to be implemented?
Sorry if I’m being a little pushy, I just really want to know if all of these will be in the final version.
rocket gibs would be good as would the main body of the dropship exploding
yeah, we need more vehicles
I just took a look at the pictures… no “Little Big Planet”? Or am I just thinking of a different game conference?
what are you speakink about guy? Little big planet is a PS3 futur game… I think, you come from fun-motion…This is the game called cortex commander…
Hooray! AI would be awesome. Will you be including whatever scripting methods you use in it so that we can define custom behavior?
YAY for better AI ![]()
Can barely wait. One thing I want to hear about is ground vehicles. I train would be without a doubt awesome as a campaign vehicle.
now lets not do what we did last time with everybody (especially me) checking every hour.
Okay then, we’ll do it. . .
hehehe
Hey, is the AI defense going to be improved too? Like they find a different way to the brain instead of the all too common “dig through the concrete by pacing deal?”
Oh, welcome back Data.
@Akuryo:
The GDC is where they presented Little Big Planet. I was wondering why he didn’t have any pics of it. It is a heavily physics based game, and CC is a physics game.
Hence when I said “game conference” not “site”.
It looks like you had a lot of fun! The new AI features sound like they’re going to be pretty cool.
the “These gulls followed us the whole way back” pic is awesome
Uh-oh, I think that i’ll probably have to check this site every 2 hours now..darn it.
i love that the “sweet architecture” is in fact a gap.
” praise me jesus for i have seen hell and it is a 20 story over priced clothes shop”
Wow, everybodys been waiting for AI control
But wheeled vehicles wouldn’t work because the terrain is waaaaay too bumpy.
awesome! finaly i dont have to do everything my self, couse those AI’s that defend are quiet rubbish in that and i dont have time to do defend couse i dig gold.
i hope you do something about that “diging trought the roof and dropping in to brain vault” -thing couse im blowing my head of with it! isnt those wall suppose to be indestructable or something?
Rawk.
W00T!!!! Selectable AI!!!
dig for gold???
that command sounds interesting….
Gold-digging bots sounds almost too good to be true… Data sure is working his butt off for this project.
Check out my site by the way (free advertising, don’t kill me please data)
How about being able to modify what the enemy AI spawns with? That’d be a super bonus.
What about being able to modify what the enemy AI spawns with? Like, guns, etc. that’d be a bonus.
what do you meen prod?
weee, Pajitnov ftw!
in addition to what The Maker said about the terrain being too bumpy, i came up with an idea that we could have sort of hover cars or maybe ghosts from the infamous game Halo. just a suggestion just now
I think maybe the wall things need to be gotten rid of if we’re going to have vehicles.
Wow this’ll get flamed but you could have a map with a road bit and an off road bit?
that sounds so kickass just in the fact that you are going to MAKE different ai modes, but it sounds like switching between them could be quite a bit of trouble. just as a random idea, do you think it would be possible to make your brain have like an ability which gives out mass orders to all your units? that way you dont have to worry about setting each one as a individual if you end up in a huge game. just an idea.
You guys will be able to make any darn map you please when the editor is out. There will be a couple of the campaign missions in the free version.
Right now we’re refining the way you switch between your team’s units and set the AI modes. It’s coming along nicely, found some way sot keep it simple to cycle through quickly (with visual aids), but also have good control over the orders given to specific units.
Awesome,
Keep up the work, One question. In the editor will we be able to make and edit materials using a GUI interface?
It would be great.
have you finished the AI for these actor
I mean not for switching but the AI themselves because i dont know how you could get AI to dig for gold without using the side to side motion
One thign that would be cool is an “army control,” where you could tell all of your actors to go to a mode, so you could send all of your defending men out to attack by a single click at the buy/command menu, or you could tell anybody that gets out of a dropship you sent down to immediately defend your brain.
Sounds good DATA but have you fixed the character movement, last build I played it was practically impossible to navigate the map. Also I found the shop system to be a little confusing…
I loved the pictures guys, great job.
Data: Are you going to add more weapons, ships, tools, misc, shields and stuff for future versions? If you are, then how much? I’m just curious that is there gonna be any new stuff ( when not counting the mods )
@Joseph, Did you try using the jetpack? The jetpack is the only thing that can get you around the map quickly.
And I guess wheeled vehicles could be done using multiple limbs…
We can’t play 3 players because the playarea becomes waay too small… Do you think you could make it possible to increase the resolution a bit?
It’d be awesome.
w00t, i cant wait to try this! what will the real thing cost?
@Chetic You can do it yourself already, its in the settings.ini
Give Data a rest, people, he’ll do what he can/wants to do. Just be happy with what you have. And if you ABSOLUTELY have to make a genius-inspired suggestion, i beleive there is a section for that in the forums.
Here’s an idea: an option for unit delivery that lets them out in midair to shoot down at enemies. Would need good combat AI, tho.
@Carp
In other words have an option for your rockets and dropships to try even harder to kill your soldiers?
one thing at a time guys. data has been working his butt off for this project. let him do what hes going to do. THEN make suggestions. besides do you realize how hard it would be to make a car. if it was going to be an actor he would have to COMPLETELY recode it. right down to the way the limbs move. if it is going to be a vehicle hes got to code it so you can get into vehicles. all of this is going to take quite awhile so just calm down.
Data, are you going to add crouching and proning to the game?
It would be very conveniant, cause sometimes when you are in cover, your head sticks out and the skellies blast the crap out of it
Crouch is kinda already there, in the code for walking and that. We just cant activate it ourselves yet…
One thing I would love you forever if you implemented,would be making the loading happen even when cortex command is minimized.I have millions of mods and it takes forever to load them all
I love the fact that it freezes when you alt-tab or minimize because that way if a teacher comes into the classroom you can just quickly click it away without losing the game at all! ![]()
You can hit escape… And after he goes away just click the “Resume button” under the “Exit” button
@ G.M.I
It would require units knowing how to land properly, yes. I’m really surprised they don’t use their jetpacks to land properly (or get out of the way in deliveries of more than two units)
Yeah rockets SLAUGHTER,you’re soldiers if you don’t control it lol.