101 Responses

Page 1 of 1
  1. jimlad 42
    jimlad 42 July 29, 2012 at 12:43 pm |

    First on vid and blog!! Woot! And as I said in the vid, I hope you get done soon.

    1. 42ah42
      42ah42 July 29, 2012 at 12:59 pm |

      I was this close!! THIS CLOSE!!! Why?? How did you…?

      Okay, serious now.

      Interesting changes to the gui, loving the variety of units. Gameplay seems to progress slower than either previous game, though.

      1. Jimlad 42
        Jimlad 42 July 29, 2012 at 6:50 pm |

        I got to it 7 minutes from it’s publishing. I was speedy and didn’t wait until the end of the vid to comment.

        1. 42ah42
          42ah42 July 31, 2012 at 11:37 am |

          I didn’t either! I was less than a minute after you!

          Now I have to justify that with game questions…

          Will conversion bombs make a reappearance? If so, in what form? (their own unit, launched by a special type of mortar/bertha/whatever, something else?) How about crystals and remnants? Will we finally be able to change unit graphics in custom maps?

  2. TrickyDragon
    TrickyDragon July 29, 2012 at 12:48 pm |

    Lovely, although the creeper building up on the islands seems strange to me….

  3. Fernando Dallabeneta
    Fernando Dallabeneta July 29, 2012 at 1:32 pm |

    I do like the HUD and graphics!

  4. Thallori
    Thallori July 29, 2012 at 1:40 pm |

    Fractured islands seem like they’d be great for tutorial levels and perhaps somethings related to what ever story you have in mind.

    I’m uncertain if the explosions (from mortars and nullifiers) actually work with the asthetics from the rest of the game. You seem to have taken a rather simplified style with hard lines and large contrasts of colour. The heat explosions, however, are closer to ‘realism’ than stylistic. I’d suggest something closer to what you have with the cannons (the white growing circle of lines), and perhaps making it more of a pure energy type effect as that is what the mortars run on.

    Thank you for posting this video, I’ll be looking forward to more!

    1. Itssnowing
      Itssnowing July 29, 2012 at 1:52 pm |

      I thought this too, about the explosions. Too realistic- I find explosions that look like that are kind of tacky in video games that don’t have realistic-looking graphics.

    2. Bob
      Bob July 30, 2012 at 1:26 am |

      I agree: this is the future, we’re not supposed to have regular explosions

  5. Itssnowing
    Itssnowing July 29, 2012 at 1:50 pm |

    To oppose what 42ah42 said, this felt a lot faster to me. However, I’m the type to spend 30-40 minutes per mission 😀

    As for the subject of flooding and contained modes- Could you make a sort of gravitational, field, so that when creeper levels are at x, it escapes from the asteroid? Could be interesting if you had it spill out of an asteroid, only to be pulled towards another.

  6. wanttosee
    wanttosee July 29, 2012 at 2:19 pm |

    the mortar graphics in the vid. were Super Cool!

    1. TrickyDragon
      TrickyDragon July 30, 2012 at 10:29 am |


      virgilw:

      You haven’t seen some of the monsters I’ve experimented with….

      Monsters…… Lovely

  7. Abel Toy (Rolpege)
    Abel Toy (Rolpege) July 29, 2012 at 2:41 pm |

    Nice video, I really enjoy these, can’t wait for the game!

    I really like the new HUD. Much better than the last one.

    Ok, so a few things:

    – Does the ore have to be processed at the base? It’d be cool to have some ore processor buildings which turn the ore into anticreeper, so we can make the whole process a little faster by making those buildings near ore and where we need the anticreeper.

    – Graphic resolution. When you zoom really near, you see pixelled lines and graphics. Is this going to be final? I’d appreciate some HD textures and stuff, even if it has to be an option so slower computers can run the game fine as well.

    Also, how would the creeper spread to other asteroids?

    Anyways, this is getting really cool! Can’t wait to play it 😀

    1. Bob
      Bob July 29, 2012 at 9:20 pm |

      He used to have that, but then decided it would be done at the Command Node

  8. Yunas_Jet
    Yunas_Jet July 29, 2012 at 3:47 pm |

    Well these kinds of missions seem interesting…

    If I may suggest one thing, could you maybe try and round out the corners of the normal “square” maps? Because this map feels like lots of chunks of rock floating in space, that might make the one-piece maps feel like rocks floating in space instead of weird square chunks… Which seems a little immersion breaking if you’re going to include fractured-maps too.

    However, I love the fractured map. Keep making awesome game-ness 😀

  9. Bart
    Bart July 29, 2012 at 5:38 pm |

    Awesome, can’t wait for release!

    Maybe there’s artefacts that do things with the creeper to move it between islands? Maybe some force that blows/sucks creeper over small distances, or a teleporter type of thing. Maybe it can be nullified.

    This could make a map where’s 3 emitters flowing into a sink that spils out on your base island, or one emitter that flow from multiple exit.

  10. anon
    anon July 29, 2012 at 6:05 pm |

    Awesome map! I will assume that there are more titans now that they have a separate tab. I like the direction the air support is going. Instead of a single bomber, we get that in addition to fighters and two support craft. Plus top secret stuff that you won’t let us see yet. I’m guessing they will make spectacular explosions. The only things I’m not liking are the lack of energy and ore storage and usage and ranges on the weapons. I’m guessing these will come soon.

    Question: can Guppies transport AC packets?

  11. 4xC
    4xC July 29, 2012 at 6:47 pm |

    Liking the progress here and the clip use.

    Abel Toy makes an interesting point about buildings that could process the AntiCreeper faster, but I frankly don’t see that happening. That’s because the AC economy doesn’t really sound much like an economy if the process of using AC is so quick and streamlined like that.

    Question: Is it supposed to take more time for the AC to be processed, employed, and used like it is in the clip? If so, then nice touch.

    Also: Is that the reason why you got rid of the refinery?

    One more thing: Where did you get the idea of the harvesters? They are as cool as the guppies.

  12. cooltv27
    cooltv27 July 29, 2012 at 9:19 pm |

    candy cane
    just a few questions
    is there a way to store anti creeper other then a command node?
    will there be anti creeper emitters in the editor like in cw2
    and finally, how do you get more command nodes, earn, or build

  13. stefano
    stefano July 30, 2012 at 12:29 am |

    nice! i hope turtling around will be an option in creeper world 3.

  14. Bob
    Bob July 30, 2012 at 1:19 am |

    So, is it when the volume of creeper gets too high, or does the emitter have to be powerful enough, to break out of the asteroid?

  15. bioemerl
    bioemerl July 30, 2012 at 1:43 am |

    One big issue with what I have seen so far is that there seems to be little defense in the game.

    Spores are interesting but seem to be a side mechanic. I would love to see the creeper get more offensive ability in comparison to 2, or even 1 really.

    I’d like to see maps that are about survival instead of attacking sometimes.

    although I know that this is probably an unbalanced test map. Just wanted to put my word in.

  16. Patrick
    Patrick July 30, 2012 at 7:57 am |

    Looks like you’re developing my new favourite game. Can’t wait!

  17. Jimlad 42
    Jimlad 42 July 30, 2012 at 9:57 am |

    Could you make the creeper have a sort of packet setup? they can have vacuums to take creeper from the surroundings and make them into packets to send to different stuff like the spore tower. and maybe make the spore tower not make creeper, but just use what it’s given by the Creeper network and have the emitters able to use them too. maybe make it so that as emitters get more packets, they become stronger and make more creeper.

  18. Cohiba
    Cohiba July 30, 2012 at 12:44 pm |

    One small detail that I still find interesting and annoying that with 1 or two cannons you basically can contain a creeper emitter. Love to see a little AI that if a emitter node is being contained but not necessarily nullified that in creeper world 2 it could call in phantoms or robots from a portal as reins. That or just start emitting MORE creeper after x minutes. I know in CW that after 60 min the emitters would go nuts but sometimes that felt way to long. since the phantoms seemed to have the best AI in CW2 that not always honed in on the mother ship.

  19. 4xC
    4xC July 30, 2012 at 12:59 pm |

    As to the effects of the power zones where emitters used to be, I seriously think their concepts should be kept.

    The effects for friendly units in them probably could use some tweaking if necessary, but the idea of emitter remains giving extra power to what seems like anything in them really ought to stay because it clearly opens more strategic options for what to do next against the enemy and the whole Creeper World series looks like it revolves around various strategies and tactics to employ.

    Also: I noticed that there are 4 completely different diagonally aligned fourths of the Command Node Including the portion that turns ore into AntiCreeper, what do the other three Command Node quarters represent?

  20. 4xC
    4xC July 30, 2012 at 1:07 pm |

    Out of curiosity, what would happen if a piece of ground was to be terraformed higher but there was either some creeper or AntiCreeper on said ground?

    (would the C or AC still be there, flood downward as the ground was being terraformed higher, disappear, or something else?)

  21. sweetdude64
    sweetdude64 July 30, 2012 at 1:14 pm |

    The game seems to be coming along nicely ^.^
    If there are two emitters close to each other, and you nullify one, you get a power zone.
    What would happen if i put the nullifier on the power zone to take care of the other emitter?

  22. JohnyB
    JohnyB July 30, 2012 at 1:34 pm |

    Virgilw,you realy must find a way to make game 3 more ” intresting ” you see what i mean-destroying creeper all three games is kinda ” boring, ” ( no offence ) you have to make a new game mode or something,so you dont have to fight only creeper.

  23. cooltv27
    cooltv27 July 30, 2012 at 7:08 pm |

    is there a building that will just put AC besides bombers, like the makers
    that would be nice

  24. sweetdude64
    sweetdude64 July 30, 2012 at 9:10 pm |


    cooltv27:

    is there a building that will just put AC besides bombers, like the makers
    that would be nice

    virgil said he might experiment with this mixed with a blaster, we will just half to wait and see!

    virgil- when you place some units on power zones, they grow. If two power zones are close enough togther that when you place a unit and it grows, could the second power zone affect it? That sounds confusing so ill try and draw it out 🙂

    0 X 0
    0=power zone
    X=growing unit on a power zone

  25. Omegatron
    Omegatron July 31, 2012 at 4:33 am |

    I think you answered this in the comments on another blog entry but is the pulse cannon heating up just cosmetic or does it have an effect on gameplay?

  26. 4xC
    4xC July 31, 2012 at 11:27 am |

    I can see what the corners of the Command Node are for now that you mention it.

    By the way, I also noticed that there is some sort of green bar on top of the AntiCreeper piston pump that looks like an indication of something like the red bar on top of the center of the Command Node is for the network’s energy amount.

    If the green bar does indicate something, what might that be?

  27. Victor
    Victor July 31, 2012 at 12:42 pm |

    I don’t have any experience on developing games, so i really have no idea of how hard is to develop a complicated game as CW3, but how much time will it last until you advance into beta, and then until you release?

  28. JohnyB
    JohnyB July 31, 2012 at 1:51 pm |

    Imagine-you have taken half of the map back from the creeper,you move you’r units to retake it completly but some ” Mistical power ” prevents you’r units from moving forward,Creeper has setted a shield system and to destroy it you will have to use Hack-O-Bot (you can rename it if you want) there is a panel of some sort,you place your hacker right next to it and it will start hacking the system.After about minute or two hacker will diasable the shield and activate self destruction. * Idk probably there were loads of viruses xD *

    1. Lurkily
      Lurkily August 1, 2012 at 12:17 pm |

      So . . . . . . . . like a nullifier.

  29. sweetdude64
    sweetdude64 July 31, 2012 at 3:03 pm |

    Maybe the hacking could be a mini game, but i like the idea of enemy shields.

  30. Rushed
    Rushed July 31, 2012 at 5:02 pm |

    Before the CW2 came out I had ideas for Weapon Upgrades. An ability to freeze creeper, or release Anti-Creeper from within the attack. Though the frozen creeper would just sit still and have to be attacked to diminish, and wouldn’t melt back to normal Creeper, but that could be changed. I had other idea’s, but they escape my memory at this time.

    1. Rushed
      Rushed July 31, 2012 at 8:05 pm |

      These idea’s are the revised versions from since then, of course.

  31. 4xC
    4xC July 31, 2012 at 5:47 pm |

    I just had a thought:

    Is it possible that the attack vectors of strafers and bombers could be CURVED paths?

  32. John
    John July 31, 2012 at 11:16 pm |

    Two questions:
    1. The tians tab, is that similar to Thor from CW1?
    2. What is the orbital tab?

    This build looks great nice job!

  33. cooltv27
    cooltv27 July 31, 2012 at 11:48 pm |

    ive wondered this for a while now, but why do the nullifiers always blow up after destroying an emitter?
    go ahead and answer in the story of the game!

  34. Omegatron
    Omegatron August 1, 2012 at 2:01 pm |

    Do you lose instantly if all your command nodes are destroyed? What if you have a nullifier charging to destroy the last emitter (and it is being supplied by a transport)?

    1. Omegatron
      Omegatron August 2, 2012 at 4:57 am |

      Also, how big are command nodes? I would guess about the size of the liberation ship from creeper world 2.

  35. YomY
    YomY August 2, 2012 at 3:05 pm |

    I was thinking something about creeper structures and power zones…
    Currently – If when you nullify an emitter or a spore tower, you get a power zone, right? If you think back a bit on how an emitter came to be there – what if it was constructed on a power zone in the first place by creeper flood?
    That gives an option to have unoccupied power zones which, if creeper floods them, can start constructing a new emitter or spore tower. (of course – this would use up some creeper to construct).
    It would be interesting that creeper can take it’s power zone back if you lose it, and create a new creeper-structure.

    1. lapsapnow
      lapsapnow August 4, 2012 at 9:00 am |

      Excellent thought! I could imagine a situation where a single blob of creeper lands on a planet that’s all ready been “cleansed”. There would be a few power zones here and there giving the player a head-start if they can get to it BUT it also give’s the creeper a foot hold! if the creeper got there first (and was given some time) the power zone would be come an emitter giving the creeper reinforcements!

      This could create some very interesting situations!
      And would ensure that a player would have to clear the area of creeper be fore destroying the emitter!

  36. Bob
    Bob August 2, 2012 at 4:36 pm |

    Will the CW3 story be detailing what happened to Abraxis and Platius after CW2 ended and Platius said that he was “needed”?

    1. Michionlion
      Michionlion August 2, 2012 at 8:56 pm |

      the only thing anybody knows about the story is that it happens in the far future, way after cw2. Virgil didn’t say how far…

  37. sweetdude 64
    sweetdude 64 August 2, 2012 at 9:00 pm |

    In creeper wold 2, when there was enough anti creeper on a single unit, a phantom wouldn’t destroy or damage the unit. Will this still be in effect in game 3?

  38. JohnyB
    JohnyB August 4, 2012 at 2:11 pm |

    Could there be missions in ” past ” where there was no creeper? Like there is city everything is quiet….AND SUDDENLY 3 EMMITERS TELEPORT IN AND PEOPLE ARE DYNG LEFT AND RIGHT,THE CITY GOES BOOOOM……but….before it does….it launches…escape ” city……ODIN CITY…..and thats where cw1 begins

  39. Zach
    Zach September 6, 2012 at 9:07 pm |

    just wondering, how much pressure IS required to leave the remnants?

Comments are closed.