knucracker

Pict of the Week – An Old Friend

For the last six months I’ve been developing game 3 while using a slightly modified version of the CW1 Creeper algorithm.  This was the easiest thing to do in the beginning since it was a top down game just like game 3 is.  But, that algorithm used floating point math and also didn’t have support for some nice things like forces…. and AntiCreeper.  So, having served its purpose, I set aside the old algorithm and set about crafting a new and updated system.  Taking what I learned from CW2, I’ve created a integer based algorithm that supports both forces and AntiCreeper, and made it all work in a top down game.

This week’s shot shows some of that AntiCreeper in action.  I don’t yet have a complete AntiCreeper/Ore economy in place so for now I have just equipped Bombers with AC payloads.  I build them and send them into the Creeper stronghold, then watch the sizzle as the blue menace yet again gets boiled away.

121 Responses

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  1. Kamron3
    Kamron3 June 16, 2012 at 3:35 pm |

    Looking good Virgil! Keep up the good work!

  2. Yelik
    Yelik June 16, 2012 at 3:42 pm |

    Have you thought about some sort of nuke that would create a large crater on the map? Also have you thought about giving creeper a corrosive digging effect?

  3. Fisherck
    Fisherck June 16, 2012 at 3:53 pm |

    Very nice. In the middle/right side of the map, I notice what seem to be little 9’s on the terrain that look somewhat similar to the way fields are displayed in CW2. Could those be the elusive field?

  4. 2b3o4o
    2b3o4o June 16, 2012 at 4:02 pm |

    Is the anti-creeper gonna stay aquamarine? I like it a lot better now…. Also, seeing as there will be terraforming, would it be possible to map out auto-terraforming in the map editor?

  5. ben
    ben June 16, 2012 at 4:05 pm |

    I’d like to see a mobile game for android.

  6. lich98
    lich98 June 16, 2012 at 5:05 pm |

    Looks great! How will the ore/anti-creeper work? Also this is coded in Javascript in Unity3d right? just checking my facts 😛

  7. MrNo
    MrNo June 16, 2012 at 6:12 pm |

    Well, glad to see Anti-Creeper back. I’m interested to see what strange things people will find to do either in making a map, or in the middle of playing one, with it.

    I notice that there’s only one Center (I forget what they’re called, Command Nodes perhaps?) on this map. Is that just because it’s zoomed in so you can’t see the others? (Or it’s at normal zoom and its just a large map.)

  8. Nemoricus
    Nemoricus June 16, 2012 at 6:19 pm |

    I’m guessing that for now you’re just using ammo packets to fuel the maker?

  9. CobraKil
    CobraKil June 16, 2012 at 7:24 pm |

    Awesome! I cant wait to see even more. I like the fact the bombers can drop AC. Will there be more nontitan weapons that AC besides the maker and the bomber? Like a normal conversion bomb or AC guns?

  10. Thallori
    Thallori June 16, 2012 at 9:09 pm |

    In CW2, when I used anti-creep, it was mainly as a way to hold off creep while I set up more sustainable methods. Though some testing, I determined that anti-creep isn’t nearly as effective as energy using structures. Is this the case in CW3? Better yet, do you have any ideas you’ve yet to implement? And would a force bubble holding anti-creep around certain structures be overpowered?

    1. Lurkily
      Lurkily June 17, 2012 at 9:00 am |

      This would be much less true if AC were sustainable. I know you haven’t finalized the AC economy yet, but I’d like to ask that you consider a model that doesn’t eventually just ‘run out’.

  11. sweetdude64
    sweetdude64 June 16, 2012 at 9:22 pm |

    for the AC pipeline, can you terraform under it to ‘upgrade’ or change it the way you want?
    could make it like a hill so the AC gets to an area faster.

    also, will there only be one unit under the terraforming tab? or is that the brush sizes

    1. Lurkily
      Lurkily June 17, 2012 at 9:04 am |

      I don’t think there’s been any work done on the AC pipeline yet. Last I heard it was totally undeveloped, and with the progress I see on anti-creeper (and the fact that it can use the main network in the meantime) I doubt the AC network is complete.

      The network behaves a lot like radio towers relaying a signal, so it would be interesting to see an AC pipeline that considered the respective elevations of the links, that would actually drop AC when links are destroyed, instead of ‘losing’ the packet of AC – all the things you’d expect of transmitting matter through a pipe, rather than over the airwaves, as the network resembles.

  12. anon
    anon June 16, 2012 at 10:00 pm |

    Not sure if anyone else noticed this, but blasters in CW2 use slightly less then .2 energy per shot. I left one blaster to tackle a subcell of (2^32)-1 creeper (it took about ten hours, thank you for asking) and the energy left had two digits following the decimal, e. g. 5.33 and 4.76. This also explains why, though it displays space for 1 more, blasters with 7/8 ammo can’t take anymore packets. Is there any way this can be fixed? I’m sorry if I’m explaining poorly; ask me and I’ll try to clarify.

  13. Gary232
    Gary232 June 17, 2012 at 4:23 am |

    Virgil do there will be unit that repairs damaged structures? Like some sort of Repair Drone that flys up to selected building and repairs in while in mid-air. Simmiliar to drones and bombers it will have take-off pod.

  14. Lurkily
    Lurkily June 17, 2012 at 9:06 am |

    Earlier you said that all energy on a network was shared equally between CN’s, and storage pods.

    Does this mean that storage pods actually manufacture packets from energy, like a command node does?

    You have mentioned that the loss of all CN’s wasn’t necessarily the end of the game. With reactors and storage pods on the screen, does this mean that CN’s aren’t necessary at all? Do they provide any benefit over a storage node, other than carrying their own reactor?

  15. Lurkily
    Lurkily June 17, 2012 at 11:11 am |

    I have a question based on the visuals. First, it looks like you updated the look of the mortars? They’re looking more techo-industrial now.

    Second, the eastern ridge looks like the entire ridge was ‘sheared’ near the bottom, like the landscape doesn’t line up properly. Are there new terrain-modifying effects in play that you’ve been experimenting with, or is this an artifact of the fractal terrain generation?

  16. Patrick
    Patrick June 17, 2012 at 9:16 pm |

    Why integer instead of floating point? Speed?

    If so, thanks! My computer’s not the fastest, so I appreciate any performance tuning you can afford the time to do!

  17. Katra
    Katra June 17, 2012 at 9:49 pm |

    Will there be conversion bombs or reasonable facsimile?

  18. LanceChristophr
    LanceChristophr June 18, 2012 at 1:49 am |

    Will creeper density play a roll in CW3 or is the height of the creeper the big concern as with CW1?

  19. sweetdude64
    sweetdude64 June 18, 2012 at 11:19 am |

    nice game you have created so far 🙂
    will some units like blasters not be able to shoot over elevationthat is higher than itself like in CW1?
    if so, will mortars be able to ‘clear’ a wall of elevation(say you terraformed a strait line to 10)if terrain on the other side is eaqual to or less than the amount of elevation the mortar is at.

  20. Lurkily
    Lurkily June 18, 2012 at 1:19 pm |

    Any chance we’ll see landmines such as those that can be built into a CW1 map? Maybe something we can build, this time?

    AC landmines would make things . . . . . . interesting.

  21. Jimlad 42
    Jimlad 42 June 18, 2012 at 2:32 pm |

    I just had an idea. Multi-player. one person gets 3 nodes he can place and use. the other can use 3 nodes to place and use. When linked, they give each other all their stuff (Energy/ore/other/upgrades)

    1. lich98
      lich98 June 18, 2012 at 7:18 pm |

      Intresting the main Idea for multiplayer was that one person would control the creeper (more code to be written for that) and the other would control the normal human stuff and see who could win. Both ideas of play would be intresting…

      1. Lurkily
        Lurkily June 23, 2012 at 7:58 am |

        In the past, there has been no active agency involved in controlling the creeper. Even forces have been constant and/or consistantly repeating. What would the player ever control?

  22. MrNo
    MrNo June 18, 2012 at 9:33 pm |


    virgilw:

    In this mission, I only deployed one CN.

    So.. Does that mean the player will be able to choose how many they deploy before starting? Or that you just decided to design this particular map that way?

  23. bioemerl
    bioemerl June 19, 2012 at 1:45 am |

    What will be interesting to see is how things like the (i forgot what it was called) (worked when it was pushing creeper away from your units} will work with top down mechanics. Any possibility for something like this in the third game?

    Also, any plans for some truly mobile units?

  24. BadGuys....
    BadGuys.... June 19, 2012 at 5:15 am |

    Virgilw can you make one more expansion for cw1??? My pc dont supports unity so i will not be able to play cw3 , so can yu make expansion for cw1?

  25. BadGuys....
    BadGuys.... June 19, 2012 at 5:17 am |


    Jimlad 42:

    I just had an idea. Multi-player. one person gets 3 nodes he can place and use. the other can use 3 nodes to place and use. When linked, they give each other all their stuff (Energy/ore/other/upgrades)

    this dude is wright Virgilw! come on make multiplayer, i saw yu sayd that multiplayer in realtime strategy is over horizont but look even warcraft 1 that was made in 1998 has multiplayer! please!

  26. JohnyB
    JohnyB June 19, 2012 at 10:41 am |


    virgilw:

    None planned at this time. My focus is on making game 3 super awesome. And… you won’t have the same PC for the rest of your life (even though it may feel like it right now).

    Whell it looks like that i will have to keep playing evermore…LOL. But exactly you are wright….i will get new pc soon and i WILL BUY CREEPER WORLD! EVEN IF IT WILL COST 1 BILLION DOLLARS!! I WILL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    1. lich98
      lich98 June 19, 2012 at 2:01 pm |

      I believe the cost is gonna be around 10-15 dollars so save your billion for that private Island

    2. Jimlad 42
      Jimlad 42 June 20, 2012 at 6:55 am |

      psst, virgilw, make it a billion dollars to start off and keep it a billion dollars for a day or 2. then give them their money back and make it 10 dollars.

  27. sweetdude64
    sweetdude64 June 20, 2012 at 12:37 am |

    if i was virgilw, i would put the game up for that much just so YOU can buy it and retire 🙂

  28. JohnyB
    JohnyB June 20, 2012 at 4:14 am |

    Minus of creeper world 1 was that when you start off a mission you already get deficit up to 16-20 by building COLLECTORS. Is it possible like when you click Command Node and there is like button ” Activate support mode ” or something and about 5 reactors will show up. Just it was realy annoying,even on first mission ” Hope ” you got deficit by building ONE single collector.

  29. JohnyB
    JohnyB June 20, 2012 at 11:35 am |

    STORAGE PODS?? Oh wait,i think i get it now-Instead of giving more space for energy it will now collect energy and give it when you are having deficit? Wow its just like with crystals in cw2.

    1. Lurkily
      Lurkily June 22, 2012 at 8:45 am |

      That’s pretty much exactly what CW1’s pods did. They increased your storage, and gave it back when you exceeded the default 20 storage you started with.

      There is no effective difference between CW1 and CW3 storage except that CW3 storage only supplies to the individual command nodes that the storages have a network link to.

  30. Victor
    Victor June 20, 2012 at 1:20 pm |

    how many levels do you plan to create for cw3?

  31. sweetdude64
    sweetdude64 June 20, 2012 at 4:37 pm |

    will there be the randomly generated world optionlike in CW2?
    if there will be, it needs a script to make it so it isnt completely random.
    I dont want every mission to have random squares of higher or lower elevation EVERYWHERE.
    basicly,I want to be able to build before terraforming.
    In CW2 there are missions that are unbeatable 🙂

    1. Lurkily
      Lurkily June 22, 2012 at 8:50 am |

      There aren’t any CW2 game missions that can’t be beaten. Maybe community maps, if they’re badly made, and maybe random maps, but not campaign missions.

      I’m pretty confident Virgil won’t be including game maps in the campaign that can’t be beaten. As for the rest . . . random is random, and nothing can prevent bad design in community maps.

  32. JohnyB
    JohnyB June 21, 2012 at 12:51 am |

    Agreed,I spent year in tryng to complete level 13. I did it now but it was realy hard to get that last capsule.

  33. JohnyB
    JohnyB June 21, 2012 at 1:15 am |

    Virgilw are you returning good old aerial creeper spores? If you do it would be cool if one of them hits your strafer and it falls into the blue ocean of death……..

  34. Gary232
    Gary232 June 21, 2012 at 2:16 am |

    Virgilw how about multiple bosses? like fighting multiple Loki races and unlocking new units by defeating them. Its just..boring by killing only one boss in the whole game.

    1. jimlad 42
      jimlad 42 June 21, 2012 at 9:21 am |

      I can’t find a like button!?!

  35. Jerry
    Jerry June 21, 2012 at 6:40 am |

    Virgil, will creeper be able to destroy the walls? I mean ,you sayd something about pointless castles,so its intresting can theese ‘ castles ‘ get destroyed by creeper?

  36. sweetdude64
    sweetdude64 June 21, 2012 at 11:53 am |

    you COULD work with this,
    if terraforming is to much at a certain moment, you can add breakable walls for much less.

  37. Jerry
    Jerry June 21, 2012 at 12:47 pm |

    Virgilw you know what would be realy good? Missiles. I have 2 options for you- 1)Orbital missiles,you sayd that command nodes are being droped from spaceship in orbit,so they could like send a missile in your selected area-you click a button ‘ Misiles away ‘ and they fall into your selected location.
    2)Misile silo- its like a turret with 4 holes in it,each hole contains a rocket.You select a location and all 4 misiles fly away to selected location. I would prefer first one but its your call.

    1. Lurkily
      Lurkily June 22, 2012 at 9:06 am |

      Pretty sure the titan artillery is much like that – you select a location, and it drops big booms there.

  38. Trouser
    Trouser June 21, 2012 at 1:32 pm |

    Virgilw,Can there be like some sort of C4 that you place in one straight line,detonate it and it makes very deep hole.Then you just place few mortars to take care of the creeper that falled in to it,and thats pretty much it,like some sort of ambush system.

  39. rugrast
    rugrast June 21, 2012 at 6:59 pm |

    First off, great work with this. I’m very eager to see what comes next, both in terms of story and gameplay. Thanks.

    Second, you keep saying, “If you have it” or “If they’re available” when referring to command nodes and later about storage pods. Does that mean there will be a greater level of continuity between levels? Will there be carryover from previous levels?

  40. JohnyB
    JohnyB June 22, 2012 at 12:44 am |

    Virgilw,the structure bar ir pretty much ” empty. ” I think you should return speed for l arge network becouse maps are 10 times biger now and i cant imagine it without speed. But its not going to be red triangle? wright?….wright? Anyways i have an idea-its a small device ( unit design goes to you or MadMag) you can put it on collector,and as soon packet passes trought it it will start move faster. The thing is to put it this speed device near the start of yor network system,first collector connected to Command node.

    1. Lurkily
      Lurkily June 22, 2012 at 9:20 am |

      I’ll take this as another chance to make a pitch for storage being packet storage instead of energy storage, stocking a storage similar to ammo, and then dispatching stored packets from the storage.

      Being able to place local packets closer to their destination via local storages would make speed upgrades largely obsolete, add intricacy to the network system without overly complicating it, and make it possible to add some minimal longevity to a network, even when it’s disconnected from a command node for a brief period.

  41. JohnyB
    JohnyB June 22, 2012 at 3:01 am |

    You could also upragade this speed device so packets that pass trought it move way faster then first time.

  42. yomy
    yomy June 22, 2012 at 4:17 pm |

    I very much like how your new game is progressing.
    I suppose that you hate when a newbie comes up with an idea, but here it goes: multiple creeper factions? Example – a map that has two different emitters, each of which produces it’s own creeper that is “rival” with the other… – creeper that destroys creeper – similar to your anti-creeper. It may be interesting for the storyline somehow?

    1. Jimlad 42
      Jimlad 42 June 23, 2012 at 10:24 am |

      I like it. Nice idea.

  43. Lurkily
    Lurkily June 22, 2012 at 9:21 pm |

    Have you given any thought to the idea of making mods possible for CW3?

    In any indie game, mod support seems to be something that is either incredibly popular, or a footnote, a flop. The largest factor seems to be when it’s implemented, in my opinion. Games that release with mod support have a much better community working on the concepts than those who don’t.

    I suspect the games retain more players from the initial blooming of the community, and therefore also maintain a larger modding community, as opposed to games that implement it later, so that only the die-hard fans tie into the modding community.

    The short story is, if it’s going to be done, it should be complete upon release.

  44. Nikolai
    Nikolai June 23, 2012 at 1:41 am |

    Virgil when is the next update coming up? Also,any chance next update beeing a video?

  45. Nikolai
    Nikolai June 23, 2012 at 2:44 am |

    You Virgil sayd something about new sneaky enemies-maybe some sort of Terrain Monsters that pop out of terrain,you would also have a radar that shows you underground and location of theese rock monsters.

  46. 42ah42
    42ah42 June 23, 2012 at 10:47 am |

    Suggestion: make it possible in the editor to lock a command node already on the map which will place a cw1 style lock on everything connected to it, until it gets linked to a player placed node. This would allow, for example, something akin to the cities in the “old foes” custom maps to produce some packets and keep firing weapons (though of course you would need to hook up to them or they will die eventually.) Just a thought, I know almost nil about programming and wouldn’t be surprised if I’m asking for the impossible here.

  47. LanceChristophr
    LanceChristophr June 23, 2012 at 11:23 am |

    What about breakaway ground? Imagine soft ground where creeper flows over and underneath it could be a huge hole/ditch… so just as the going looks like it’s getting tough the ground breaks away and the creeper floods into that…. like in CW2

    Or a HIGH wall of land and a piece of it is breakaway and you have to hold it back before a piece of the wall is worn down, similar to the green block walls in CW1

  48. Joe Beshead
    Joe Beshead June 27, 2012 at 8:14 pm |

    you should use perlin noise for the chronom missions

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