One often requested unit in Creeper World has been a shield, a fan, or some kind of mechanism that would push the Creeper around. In Game 1, this was sort of difficult to pull off since the field of play wasn’t originally designed to handle this.
For Game 2, this changes. I planned from the beginning to accommodate various forces that could act on the Creeper. One of these is gravity. Since Game 2 is a side view game, gravity should be a key factor in the way that the Creeper moves about the map.
Once I had all of the Creeper flow equations modified to accommodate gravity, it was a relatively simple matter to allow an additional force that can push in different directions and also only be in effect on certain regions of the map. From this was born the “Repulsor” unit. This unit doesn’t destroy once milliliter of Creeper, but it can be the difference between life and death in certain situations. Take the following two before and after pictures as an example.
Here you can see a Repulsor with its beam pointing straight to the left. The beam is hitting some solid terrain. The picture on the right shows where I have dug through this terrain. The Creeper isn’t flowing out into the tunnel to the right, though. Instead, it is being pushed back against the far wall by the Repulsor beam!
Repulsors also work with your own friendly Creeper (not shown in this picture). In fact, Repulsors can be a great way to move pools of your own Creeper from one place to another. So if you happen to produce a big reservoir of your own Creeper and then need to move it up and over a ledge, a few Repulsors can make that happen.
I’ve still got to properly balance the beam strength, distance, and energy consumption of this unit, but I wanted to go ahead and give a preview of how it will primarily operate. It’s a cool little unit and I’ve wasted hours just setting up little Creeper fountain displays, “heat exchanger” flow circuits, and playing a “save the good Creeper” mini game…