This week in Cobalt #2
December 14th, 2014, Cobalt, Game Development, Previews, This WeekWelcome back!
As many of you might know, guess or assume, in the next version there will be some new weapons for you to shoot, throw or slash into the baddies’ faces…
This week, I present to you two new curious throwables that can be quite useful in some situations.
Need help?
Got trouble with too many enemies? Now you can call for allies that will teleport in faster than a rail bullet (note: not really) to aid you in your fights!
All this technology magic is done using a Robot Beacon, a small gadget with antenna that, once deployed, will emit a signal calling for help.
Spiky red glowing destiny caught mid-flight.
Is the room too full of robots? Did you run out of beacons?
Worry not, because here is the latest weapon designed by and for true hacking geniuses: the hack grenade!
This useful tool will allow you to hack whichever mechanical foe it collides with first, or the nearest unit within a certain range if thrown to the floor. See that predator? It used to mean trouble. Used to.
The hack grenade it’s also quite a better weapon than the hack device; it doesn’t force you to stand still waiting for enemies to kill you while using it. What does that mean? It means you can ride predators to battle! Those baddies will know what it feels like to face such a machine now.
In this video you can see how to use both of the above weapons for practical purposes, plus some stealth suit sneakyness!
That’s all for today!
I hope you enjoyed this week’s blog post. While shorter, I’m sure it delivers some of what most of you like the most: action!
Be sure to come back next week to check out what else Cobalt has in store for you!
/janeator
December 16th, 2014 at 5:44 pm
New toys, whooo!
Sill curious about the lore of the game…
December 16th, 2014 at 7:27 pm
I don’t think I will unveil that yet
In the other hand, comment with suggestions of what you’d like to see next on the blog!
December 16th, 2014 at 11:59 pm
Anything at all really, so far every blog post has been interesting.
But one thing I haven’t seen is dynamic theme changes, I’d be real nice for something like cut-scenes.
For an example: A meteor shower suddenly appears, the background changes colour to red-ish and you have to dodge giant fireballs of death…that went off topic real fast.
December 17th, 2014 at 5:48 pm
Hm… to be honest I don’t really know if that even exists, never thought of that in the editor!
I will check but I am not sure. What I know is that so far it hasn’t been used in adventure, so it’s less likely that I end up posting about it rather than about some other cool main feature :S
December 19th, 2014 at 12:51 pm
Whoa! I really like the look of both of those gadgets………..hmmmmm………My brother wont know what hit him! >:D
December 20th, 2014 at 8:29 am
I just bought the game today and man its so much fun!!! Still lots of buggs but eh~ i know in time it’ll be fix. (; Nice post by the way!
December 20th, 2014 at 2:52 pm
I’d like to see if there are any procedurally generated maps like thewrecks’ posted here: http://www.oxeyegames.com/thewrecks-developer-musings-3/
I think that along with some solid multiplayer will be the deciding factor to catapult Cobalt into the platforming scene.
December 20th, 2014 at 10:39 pm
BonGeBon,
Yes indeed there are. Multiple playthroughs of the same area can show a shorter or longer route, different enemies (even in the same area) and different loot.
The guy who stole a pirate’s hat,
There are raids, like in Waves Survival where the sky turns red and shots or mines fall out of the sky.
December 21st, 2014 at 6:28 pm
I really hope that the unability to create elevators has been fixed in this new version.
Unless I’m doing something wrong, there’s no rightclick option on the elevator engine for “Set Physics Parent” as it was shown in the elevator creating tutorial for v123 by jeb…
Also I did some sneaking around in the lua files, and there are some files dedicated to online multiplayer, such as networking code and chatting. Let’s just hope those aren’t just deprecated but actually being developed and used in the future.
(They’re compiled, so I can’t really check how functional they are. But from the few readable strings, there’s already hosting and joining servers implemented in some way.)
December 25th, 2014 at 3:35 pm
Oh, I understand how the elevator thing is supposed to work, sorry about that. You gotta select both the elevator engine and the platform and then it’ll parent it automatically. I thought it’d have some sort of picking dialogue… :/
December 28th, 2014 at 2:32 pm
RedMser, cool you found out how elevators work they’ve always been a bit tricky.
About the online multiplayer resources, that’s JWJ’s old files as far as I know (IIRC that’s the right nickname). That means that those are probably not being used at all. But! Online is in the works. So don’t worry! We all hope it ends up coming out