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 Prometheus on Cortex Command 
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REAL AMERICAN HERO
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Post Prometheus on Cortex Command
Yes, Data and Prom are alive. They spend more time on different forums than here, but, I've got some information.

Gonna post the highlight reel.

Code:
[16:47:44]   <Grif>   hey um datarealms is getting kind of impatient on the whole b21 thing
[16:47:53]   <Grif>   anything you can say?
[16:47:59]   <ArneDraw>   I'm testing it now
[16:48:09]   <Grif>   :awesome:


Code:
[16:48:31]   <ArneDraw>   there's a new editor of some sort


Code:
[16:50:30]   <Grif>   so data IS alive, then?
[16:50:52]   <ArneDraw>   yeah he just game me a setup for the new build



Code:
[17:10:49]   <ArneDraw>   I'm getting a iMac in a few days
[17:11:04]   <ArneDraw>   we're doing a mac port too, I think
[17:11:14]   <Grif>   yeah
[17:11:17]   <Grif>   according to the devlog
[17:11:29]   <ArneDraw>   I think I can rebuild my CC tools in the mac compiler of BMX too
[17:11:36]   <ArneDraw>   Tools
[17:11:55]   <ArneDraw>   not sure about the file writing
[17:12:06]   <ArneDraw>   is mac the same bit order as PC now?
[17:12:11]   <ArneDraw>   msb-lsb?


Code:
[17:11:59]   <Grif>   any idea on when we can expect b21?
[17:13:06]   <ArneDraw>   Grif, no clue actually, but we got IGF real soon
[17:13:20]   <Grif>   fair enough
[17:13:29]   <Grif>   it's nice to know data's still alive, anyways
[17:13:30]   <ArneDraw>   That's up to Data really
[17:13:52]   <ArneDraw>   he's been boasting about the LUA stuff recently
[17:13:57]   <ArneDraw>   has he devlogged that?
[17:14:12]   <ArneDraw>   apparently it's pretty neat
[17:14:19]   <Grif>   he's said some stuff about lua
[17:14:26]   <Grif>   but no specific examples, really
[17:16:29]   <ArneDraw>   I just tried out the new build, and promptly died


Code:
[17:18:25]   <ArneDraw>   Modders are gonna go nuts with the LUA stuff
[17:19:21]   <ArneDraw>   and probably do stuff they're not 'supposed to', but that's the whole idea with CC I guess, breaking it


Code:
[17:24:28]   <ArneDraw>   cool... I have a lot of old sprites which haven't been revealed too... mostly weapons though
[17:24:38]   <ArneDraw>   I really should be doing some new actors
[17:24:43]   <ArneDraw>   like a zombie
[17:24:50]   <Grif>   that'd be interesting
[17:24:56]   <ArneDraw>   a lot of people have requested zombie survivial scenarios
[17:25:12]   <ArneDraw>   and with the new scripting system it'd be easy to make
[17:25:26]   <ArneDraw>   i.e. you sit in a shed and defend against zombies
[17:25:29]   <Grif>   yeah
[17:25:55]   <ArneDraw>   with weapons appearing somehow (on zombies, parachute drops, magic, whaever)
[17:26:14]   <ArneDraw>   I'd like zombies to be slow and skeletons to be fast
[17:26:21]   <ArneDraw>   fast and brittle
[17:26:42]   <ArneDraw>   like the old Jason and the Argonauts movie
[17:27:04]   <Grif>   cool
[17:27:21]   <ArneDraw>   zombies would be halfgrown glones
[17:27:26]   <Grif>   with attachables you could probably shoot the flesh off of zombies
[17:27:27]   <ArneDraw>   not quite finished
[17:27:30]   <Grif>   maybe turn them into skeletons
[17:28:04]   <ArneDraw>   haha, or shoot the armour, clothes, flesh then the skeleton
[17:28:38]   <ArneDraw>   I've been busy with other projects / work and stupid IRS trying to rob me of 7k
[17:28:57]   <waohan>   7k funbux?
[17:29:15]   <Grif>   yay IRS!
[17:29:17]   <Grif>   everyone loves the irs
[17:29:20]   <ArneDraw>   but yeah, a lot of the larger robots will be layered, like the orange can is now
[17:29:32]   <Grif>   and there will be a lot of larger robots
[17:29:40]   <Grif>   :awesome:
[17:29:50]   <ArneDraw>   they thought I had cheated, provided no proof, guilty until proven innocent


Code:
[17:33:33]   <ArneDraw>   but maybe we can do a minimap by sampling cells of hte terrain
[17:33:54]   <ArneDraw>   maybe use the pathfinding cells, cuz those already are sampled


Code:
[17:32:56]   <Grif>   so will CC's largest actors be roughly the size of the dreadnought?
[17:34:56]   <ArneDraw>   no they'll be a bit larger than the dreadnought
[17:35:21]   <Grif>   sounds pretty good then
[17:35:26]   <ArneDraw>   maybe 2.6 meters, I dunno
[17:35:35]   <ArneDraw>   a clone is 180cm
[17:35:48]   <ArneDraw>   a pixel is... what, 5cm?
[17:35:53]   <Grif>   uh
[17:35:59]   <Grif>   settings.ini says 20 pixels per meter
[17:38:07]   <ArneDraw>   so maybe 40-60 pixels, I don't know, I have to finish my lineup


Code:
[17:37:13]   <BlademasterBobo>   ArneDraw: Will panties have a cameo?
[17:38:07]   <waohan>   they better
[17:38:10]   <waohan>   or else i want my money back
[17:38:24]   <ArneDraw>   There's one character yeah
[17:38:33]   <Grif>   :awesome:


Code:
[17:39:15]   <ArneDraw>   we also came to some good conclusions about the conversation system
[17:39:51]   <ArneDraw>   well see how that works, it has to make sense within the brain-beings context, and I think we can make it


Code:
[17:44:52]   <Grif>   anything about the metagame you can reveal?
[17:44:55]   <Grif>   and yeah, that's fine
[17:45:06]   <ArneDraw>   I'd like to see one, I think it would make the universe richer
[17:45:18]   <ArneDraw>   like there's 'meat' to it
[17:45:42]   <Grif>   so cc will have some kind of story?
[17:46:08]   <ArneDraw>   yeah,
[17:46:21]   <ArneDraw>   It's a synopsis so far
[17:47:20]   <ArneDraw>   it's more like... stuff that happens on various missions which reveals stuff about the universe
[17:47:33]   <Grif>   that's fine
[17:47:42]   <Grif>   cc doesn't lend itself to real "story"
[17:48:21]   <ArneDraw>   I'm pretty sure neither of us wants to see like 10 missions and linear progression
[17:49:24]   <ArneDraw>   a more likely solution is certain missions have certain requirements


Code:
[17:50:02]   <waohan>   cc is like an rts, right?
[17:50:21]   <ArneDraw>   Action RTS
[17:50:50]   <Grif>   more action than RTS
[17:50:53]   <Zez>   Metagame + 2d side-scrolling action
[17:51:06]   <LordTim>   There's strategy in that you buy units and stuff, but then you also get to shoot guns all over the place
[17:51:26]   <Grif>   really the "RTS" element is that there's resource collection
[17:51:50]   <ArneDraw>   it's hard to nudge it into a genre
[17:52:17]   <ArneDraw>   when we get turrets in it'll seem more like an RTS
[17:52:34]   <ArneDraw>   but Turrets and RTS are tight buddies


Code:
[17:53:32]   <ArneDraw>   also, the campaign will be RTS'y hopefully
[17:53:47]   <ArneDraw>   in the sense that you win maps and income (territory)
[17:54:02]   <ArneDraw>   the metagame is something else I think
[17:54:58]   <ArneDraw>   then there's the loose scenarios which is just standalone random stuff (not neccesarily taking place near 'the planet' at all)
[17:55:18]   <Grif>   any possibility of modders adding new planets/campaigns?
[17:55:55]   <ArneDraw>   probably, seeing as the game is content driven and we will have 3 locations
[17:56:07]   <ArneDraw>   planet, moon, station
[17:56:08]   <Grif>   the planet, the moon and
[17:56:13]   <Grif>   aaaaaah tradestar
[17:56:14]   <ArneDraw>   station or derelict ship
[17:56:15]   <Grif>   zero g combat?
[17:56:27]   <ArneDraw>   yeah, zero g would be interesting


Code:
[18:01:30]   <Zez>   Also I'd love a bone system, with legs breaking
[18:02:32]   <ArneDraw>   that'll be hard to do, but I suppose a limb could go limp rather than flying off
[18:02:35]   <ArneDraw>   at low health
[18:03:12]   <ArneDraw>   so, full health, wounded=limp, severely wounded=dysfuntional/lame, then fly off
[18:03:25]   <ArneDraw>   not sure if that would be easy to code or not
[18:03:45]   <ArneDraw>   it might be confusing to see the leg on but your character not moving
[18:03:56]   <Zez>   It would be awesome to crawl under a tank with broken legs, kamikaze style
[18:03:57]   <LordTim>   I'm pretty sure that the limbs right now currently have a health in the background
[18:04:02]   <Zez>   Too many pacific movies for me
[18:04:08]   <LordTim>   Some kind of health
[18:04:18]   <ArneDraw>   but we could do awesome stuff too, like sleeping gas, characters just ragdolling to a pile
[18:04:26]   <Grif>   yeah
[18:04:32]   <Grif>   a lot of people want something more like ragdolling
[18:04:40]   <Grif>   where rather than either exploding or just falling over
[18:04:44]   <Grif>   there's some kind of interim state


Code:
[18:05:16]   <ArneDraw>   we've been thinking about an AI control computer too, I've mentioned it before
[18:05:28]   <ArneDraw>   it controls the AI guys
[18:05:56]   <ArneDraw>   destroy the computer and your non brain controlled guys just ragdoll
[18:06:16]   <Zez>   Yeah, like those "secondary brains"?
[18:06:18]   <Lord_Ash>   ok, so Im working on this 8bitformer, and I know pretty much where I want to go with it
[18:06:23]   <ArneDraw>   it also explains why they're so stupid, they're being controlled by an old Atari 2600 or something


Code:
[18:07:05]   <Grif>   AI is going to get better
[18:07:06]   <Grif>   right
[18:07:49]   <ArneDraw>   if it doesn't we'll have an excuse atleast, that they're obviously are computer controlled
[18:08:08]   <Grif>   really though all I want is for them to turn around when I shoot them in the back of the head
[18:08:41]   <Zez>   Maybe crouch when being shot at
[18:08:51]   <Grif>   not shooting each other
[18:08:55]   <Grif>   is also a pretty good priority
[18:09:05]   <ArneDraw>   ah, yeah we can improve stuff like that, but it's not as easy as it seems, an actor might catch fire from 2 directions, then he needs to evaluate which target is better
[18:09:08]   <Zez>   And walking into each other, even when that's fixable
[18:09:11]   <ArneDraw>   and that's tough as hell
[18:09:19]   <Grif>   or let us customize it
[18:09:28]   <Grif>   it'll be fixed in a week guaranteed
[18:09:27]   <Zez>   With Lua rite
[18:09:37]   <LordTim>   Go Lua!
[18:10:45]   <ArneDraw>   for example, targets have a distance, different guns and danger level... maybe they're just reloading, maybe they're in partial cover, low on health, etc
[18:10:49]   <ArneDraw>   lots of weights
[18:11:21]   <ArneDraw>   and the AI shouldn't cheat either
[18:11:22]   <Grif>   yeah
[18:11:31]   <Grif>   data mentioned a "worth" for weapons
[18:11:32]   <ArneDraw>   it needs to gather its data though its sensors
[18:11:50]   <ArneDraw>   right now all actors see
[18:11:55]   <ArneDraw>   raycast
[18:12:02]   <ArneDraw>   they don't magically know
[18:12:25]   <ArneDraw>   in fact, it's the player who is cheating
[18:12:40]   <ArneDraw>   by having an allseeing eye
[18:12:36]   <Grif>   perfect 360 degree view
[18:12:39]   <Grif>   even through walls
[18:12:53]   <Grif>   it's even worse when you raise the resolution
[18:13:00]   <ArneDraw>   actually the AI does cheat, it knows where the brain is
[18:13:33]   <ArneDraw>   it would be a nightmare to make it search for it


Code:
[18:13:59]   <Grif>   any chance of ground getting a "fog of war" type of system
[18:14:08]   <Grif>   obscured until you actually start digging in it?
[18:14:24]   <ArneDraw>   there's 2 fog of war systems
[18:14:29]   <ArneDraw>   reveal and LoS
[18:14:44]   <ArneDraw>   black and grey mostly
[18:15:00]   <ArneDraw>   but those will have to wait
[18:15:14]   <Grif>   sounds pretty cool
[18:16:01]   <ArneDraw>   We've talked loosely about LoS... it would certainly be possible for the player against other actors
[18:16:12]   <ArneDraw>   just use the same raycast that AI actors do


Code:
[18:16:24]   <Grif>   there was also, I believe, talk about a "sound" variable?
[18:16:43]   <ArneDraw>   for varied sound effects?
[18:16:47]   <Grif>   for uh
[18:16:49]   <Grif>   AI detection
[18:16:52]   <Lord_Ash>   noise alerts
[18:17:09]   <Lord_Ash>   knock over can, walk on metal grates
[18:17:06]   <ArneDraw>   oh...did you play Tribes?
[18:17:18]   <Grif>   I haven't, actually
[18:17:29]   <ArneDraw>   it had this nice system for turrets
[18:17:40]   <ArneDraw>   you placed turrets, then sensors around them
[18:17:54]   <Grif>   ooh
[18:17:56]   <Grif>   that would be cool
[18:18:00]   <ArneDraw>   there were several, motion, camera and pulse or something
[18:18:10]   <ArneDraw>   something similar for CC might be possible
[18:18:15]   <ArneDraw>   you have a sensor network
[18:18:15]   <LordTim>   That'd be awesome
[18:18:36]   <Zez>   All it needs is a life-support mod, so, power cut, no turrets
[18:19:01]   <ArneDraw>   well we have the idea with the copmuter core
[18:19:15]   <ArneDraw>   it'll have the same effect
[18:19:19]   <ArneDraw>   AI goes down
[18:19:28]   <Zez>   Nice
[18:19:42]   <ArneDraw>   easier to do than coding power cords


Code:
[18:24:27]   <ArneDraw>   getting Photoshop CS3 and an iMack 24" + a dual 22"
[18:24:41]   <ArneDraw>   and new tablet
[18:24:52]   <ArneDraw>   costed me 6k :(
[18:25:09]   <ArneDraw>   most I've spent ever
[18:25:17]   <ArneDraw>   but painting is what I do
[18:25:22]   <ArneDraw>   I decided not to cheap out


Code:
[18:46:08]   <ArneDraw>   I have a psd for making bunker bits fast
[18:46:19]   <ArneDraw>   not sure if I ever released it
[18:46:41]   <ArneDraw>   it's basically just noise/concrete grain in a layer


Code:
[18:57:43]   <ArneDraw>   Grif: Next scenario might have them
[18:57:56]   <ArneDraw>   uh... Maginot line mission
[18:58:05]   <Grif>   that one image in the devlog?
[18:58:14]   <ArneDraw>   yeah it was a rough
[18:59:33]   <Zez>   Will it have OFFENSIVE?
[18:59:57]   <ArneDraw>   it might be both sides
[19:02:38]   <ArneDraw>   the basic idea is predeployed turret/base defence, but I see no reason why the player control just couldn't be switched to the offense side. The mission would probably be about predeployed stuff and reinforcemnts
[19:02:59]   <Grif>   awesome
[19:03:32]   <ArneDraw>   the basic idea for the mission is that player A has crashed, been shot down
[19:03:37]   <ArneDraw>   they start in a crater
[19:04:01]   <ArneDraw>   but some evil black robots move in and starts mowing them down
[19:04:13]   <ArneDraw>   but the brain has time to flee into the base
[19:04:26]   <ArneDraw>   with the black bots in pursuit
[19:04:29]   <Grif>   and then you activate the dfences?
[19:05:19]   <ArneDraw>   Yeah the brain activates the defences and the black bots wear them down


Code:
[19:27:19]   <ArneDraw>   I don't remember, all my maps have been very fast and sloppy placeholders
[19:27:42]   <Grif>   wow
[19:27:48]   <Grif>   if you make stuff like that fast
[19:27:59]   <Grif>   what's your work on the final product gonna look like
[19:28:13]   <ArneDraw>   pretty much all of my CC art has been ...rapidly made
[19:28:18]   <ArneDraw>   except for the planet


Full log up to the point Prom stopped talking is attached, but I basically covered everything of note.


Sun Jul 27, 2008 5:08 am
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Post Re: Prometheus on Cortex Command
As always, I managed to sneak in to the chats with Prom.
:D


Sun Jul 27, 2008 5:15 am
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Post Re: Prometheus on Cortex Command
Thanks for that Grif. Good stuff there. :)


Sun Jul 27, 2008 6:10 am
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Post Re: Prometheus on Cortex Command
FUDGE

YES

Well that should mean it's coming soon.
:D:D:D


Sun Jul 27, 2008 8:46 am
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Post Re: Prometheus on Cortex Command
Fog of war for the win.
And AI's use invisible "Raycast"?


Sun Jul 27, 2008 12:44 pm
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Post Re: Prometheus on Cortex Command
This is cool :) .

The raycast part doesn't make sense, its supposed to a name for an image rendering algorithm.


Sun Jul 27, 2008 2:28 pm
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Post Re: Prometheus on Cortex Command
Why didn't anyone correct him about LUA actually being Lua?


Sun Jul 27, 2008 2:33 pm
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Post Re: Prometheus on Cortex Command
So......
When can we expect Prom/Data's next IRC visit?


Sun Jul 27, 2008 2:37 pm
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Post Re: Prometheus on Cortex Command
venn177 wrote:
Why didn't anyone correct him about LUA actually being Lua?

Because it's Prom. You do not correct Prom.






Oh thank you Grif.


Sun Jul 27, 2008 3:38 pm
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Post Re: Prometheus on Cortex Command
Thank you, very interesting. Especially the zombie bit, I would like actors to have skeletons underneath rather than bone looking gibs.

Of course the skellie would not come to life once all the flesh is off on a clone.


Sun Jul 27, 2008 5:09 pm
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Post Re: Prometheus on Cortex Command
Roy-G-Biv wrote:
So......
When can we expect Prom/Data's next IRC visit?


You can't, because this wasn't on #drlchat.

And I am not going to tell all you morons on the forum where it was.


Sun Jul 27, 2008 6:06 pm
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Post Re: Prometheus on Cortex Command
Sounds cool, the new features sound like playing is going to be a BLAST. :grin:


Sun Jul 27, 2008 7:14 pm
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Post Re: Prometheus on Cortex Command
All I can say is I'm gona hate it if I ever make a good game cause everyone will try and listen into my chats and stuff. :-( (I do program in C# :))


Sun Jul 27, 2008 9:58 pm
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Post Re: Prometheus on Cortex Command
Yeah it was me, Grif and Lord Tim.
We are so ♥♥♥♥ lifeless etc, that we three hang around some random irc channels listening Prom talk about panty cameos in CC.
And throw tidbits of info at the people of the forums.
In reality, there was so much more. SO MUCH MORE.
Hahaha you guys missed all the fun.

Like, totally.


Sun Jul 27, 2008 11:19 pm
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Post Re: Prometheus on Cortex Command
Kallemort wrote:
Yeah it was me, Grif and Lord Tim.
We are so ♥♥♥♥ lifeless etc, that we three hang around some random irc channels listening Prom talk about panty cameos in CC.
And throw tidbits of info at the people of the forums.
In reality, there was so much more. SO MUCH MORE.
Hahaha you guys missed all the fun.

Like, totally.

Wait wait wait........
Did prom say there's going to be panties in CC?!


Sun Jul 27, 2008 11:33 pm
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