Coming soon - Get a detailed view of why an account is flagged as spam!
view details

This post has been de-listed

It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.

16
Want to know what's going on with Cobalt?
Post Body

Hi fellow metal-faces, it's Iso, the pro player, here.

Janeator and I were recently ascended to moderators of the subreddit because nobody at Oxeye has the time to update this subreddit (although you will still see them around occasionally). Janeator went fully ahead with a visual revamp, so I thought I'd contribute by providing you with the absolute latest news about Cobalt, because there has been no official updates for a while (and also my css sucks, so I couldn't help Jan).

First things first, Cobalt has been in constant development since the last update. There has been no breaks, no pauses and the project was definitely not shelved. thewreck and kinten have been working their asses off to get the adventure mode finished, which has spawned a LOT of improvements to other areas of the game. Some improvements you'll see in the next update are:

  • A lot more editor tiles.
  • Reworked rolling.
  • Improved direct controls.
  • Many maps have been reworked by Janeator.
  • A few community maps have been added.
  • Better controls editing (now it creates new profiles).
  • A few new weapons.

And of course, a brand new single-player campaign with 6 hours of gameplay.

Creating all of this stuff not only takes time, but also creates bugs. After 5 years of development, Cobalt is a huge project, and changing anything is likely to introduce bugs. Most of thewreck's time is spent bug-fixing.

However, I am happy to announce that the Minecon version of Cobalt only crashed once! (a huge achievement) We had hundreds of people play it on the 10 PCs there, and most of them had a wonderful time and experienced a mostly bug-free game. There were some known bugs (like not being able to backspace in character name editor, leading to me being called "Ise") but none of them were critical (well, one was, which was the crash. If you pressed P on the keyboard you'd crash the game. Fortunately only Aconitin pressed P and nobody else ever needed too.) This is really great news because it could mean an alpha release soon. There are still some bugs with the story mode, but it may be the case that an alpha release helps Oxeye find and squash them quicker. Be patient though, it may also the case that they want to wait for the current buglist to be empty. I'll keep you updated on the buglist front!

Some more news I think you'll be excitied to hear: Cobalt is due for a full XBox 360, XBox One and Steam release either this year or early next year (but not necessarily all at the same time). Wow. If you have the alpha now, you'll get the same version that steam has (dunno if you'll get a steam key though). Unfortunately, it may be the case that Mac and Linux compatibility won't be available straight away. The console version is having to go through an engine switch to BitSquid (which is where Fatshark come in). BitSquid is PC and XBox only. However, there may yet be a bright side because at Minecon, both BitSquid and Daisy appeared to be running the same version.

Another slight let-down is that so far, BitSquid does not support the map editor, so it is likely that the console version will not have an editor.

However on the plus side, Microsoft are requiring that Cobalt has online multiplayer in order to be released, so we'll be seeing that in the XBox release at least. (Exciting again!)

All of what I said above is still subject to future events. If it happens next year instead of this year, then so be it. It'll have been worth the wait, trust me. I can't wait to pwn some of you n00bs online l8r :)

So I hope this thread has cleared up some of your concerns already. Cobalt is definitely alive and kicking and is ready for delivery real soontm. Games take a long time to develop, and if you guys hadn't bought the alpha, it would never have been finished. I want to thank all of you on behalf of Oxeye Games for the support you gave them, even if it was a long time ago now. Cobalt has shipped just enough copies to keep the project alive until now, so, thanks! This is my favourite game of all time and I am in your debt for making this happen.

Peace out!

Author
Account Strength
100%
Account Age
11 years
Verified Email
Yes
Verified Flair
No
Total Karma
130,946
Link Karma
894
Comment Karma
129,030
Profile updated: 4 days ago
Posts updated: 7 months ago

Subreddit

Post Details

We try to extract some basic information from the post title. This is not always successful or accurate, please use your best judgement and compare these values to the post title and body for confirmation.
Posted
9 years ago