104 Responses

Page 1 of 1
  1. Paradox
    Paradox July 1, 2012 at 10:35 am |

    This is looking better every day, keep up the good work! 😀

  2. 2b3o4o
    2b3o4o July 1, 2012 at 10:49 am |

    The units are looking good! Is that…. A road?

  3. Jimlad 42
    Jimlad 42 July 1, 2012 at 10:49 am |

    odd tentacley monster near the bottom right, might I ask what it is?

  4. Havvix
    Havvix July 1, 2012 at 10:58 am |

    The units look different compared to the last screen, are they the upgraded versions?

  5. billy
    billy July 1, 2012 at 11:27 am |

    it seems to me the “sheilds” are a little OP.

  6. CobraKill
    CobraKill July 1, 2012 at 11:29 am |

    Why are some guns red and some are yellow?

  7. lich98
    lich98 July 1, 2012 at 12:03 pm |

    Do I see anti-creeper and larger ranges for shields as well? Awesome!

    Keep up the great work!

  8. Nemoricus
    Nemoricus July 1, 2012 at 1:03 pm |

    Loving the new graphics, though the emitters now look a little too much like urchins.

    Also, huzzah for save games!

  9. sparten57
    sparten57 July 1, 2012 at 3:13 pm |

    There seems to be a thin blanket of creeper covering all the area where the buildings are except where your shield emitters are. Could I ask why that is and why your buildings aren’t getting hurt?

  10. Nemoricus
    Nemoricus July 1, 2012 at 4:23 pm |

    That color for Creeper-Anti-Creeper annihilation seems a little too grey to me. Perhaps it should be more blue?

    It just seems like it would be more in line with the previous games.

  11. anon
    anon July 1, 2012 at 5:08 pm |

    What’s the laser shooting at the emitter? Is it a blaster or a nullifier?

  12. AlanM
    AlanM July 1, 2012 at 5:28 pm |

    Virgilw could you give a month when this may release?

  13. watermelonpizza
    watermelonpizza July 1, 2012 at 5:28 pm |

    C# with XML? Awesome! I have created a text based game before for a uni assignment using c# and XML to write save files. I have to say that it is really a neat way of doing it. You can have so much control over what you want to save, and it seems you are making the right choice imo. Maybe I will check out the XML files after the game is finished to see how you have structured it 😀

  14. Catprog
    Catprog July 1, 2012 at 7:02 pm |

    For me(or at least my game) I am using sqlite instead of xml.

    1. Jason
      Jason July 2, 2012 at 8:27 am |

      It sounds like Virgil uses the same serialization structure for maps as he does save games (I could be wrong). If that’s the case, you certainly wouldn’t want every map to be its own sqlite database, as that’d be pointless. And using one for saving and the other for maps would be redundant.

      I am curious, though, if I’m right and he does use the same structure for both. My impression is that the save game stores the map as well as the units, rather than accessing the map apart from the game status….?

      1. MiquelFire
        MiquelFire July 2, 2012 at 9:19 am |

        I have noticed with CW2 that the save files and the map files are close to being the same format. You can actually edit the saves in the map editor (you lose some info when you do that though)

        1. Link327
          Link327 July 2, 2012 at 3:52 pm |

          Sorry if this is inappropriate at this moment, but that brought me to an idea.
          A Question to Virgil: What is, if i start a Story game, save it immediatly, edit in in editor so i can win in a few seconds, and reload that then. Is the score of the edited save file then counting as the Score of the Story map that has been started? This seems to be a reason for those impossible scores, those hacker scores, if this is possible.
          Just came through my mind when reading “edit the saves”.

  15. Jimlad 42
    Jimlad 42 July 1, 2012 at 8:40 pm |

    can we ask what those different planes/ships/drones in the right are? (I mean, can you give us just a name, or a brief description, anything, and I mean the different colors of them.

    1. Lurkily
      Lurkily July 2, 2012 at 8:57 am |

      According to previous comments, strafers lay down a lot of light pulse cannon fire and bombers drop mortar-shell bombs.

      It also looks like AC bombers will make it into the final game.

      1. Lurkily
        Lurkily July 2, 2012 at 8:59 am |

        I should add that I don’t have insider knowledge about the status of AC bombers, but he’s demod the possibility on the blog, and discussed in comments the various ways they might operate.

  16. crazyone76
    crazyone76 July 2, 2012 at 2:37 am |

    I lold at the video and keep up the great work! looking awesome

    1. SlickRick
      SlickRick July 3, 2012 at 12:24 am |

      I have a question that has nothing to do with creeper world but I’m going to ask it any way.

      since I am not as young and update with internet abbreviations, is the past tense of lol lold or lolld or LedOL?

      I love the video to by the way

      1. 2b3o4o
        2b3o4o July 7, 2012 at 7:22 pm |

        There is no official version of such slang. Some would even say lol doesn’t Have a past tense!

  17. JohnyB
    JohnyB July 2, 2012 at 6:10 am |

    No offence Virgilw….but emitters look….ugly. Its like a blue creature ith red dot in center.

    1. Lurkily
      Lurkily July 2, 2012 at 8:55 am |

      What red dot?

      1. SlickRick
        SlickRick July 3, 2012 at 12:27 am |

        the end of the nulifer beam appears as as a red dot because of the mist blocking part of it in this pic

    2. MadMag
      MadMag July 2, 2012 at 10:13 am |

      Nothing red in the Emitters.

    3. RabbitDog
      RabbitDog July 3, 2012 at 5:45 am |

      Yeah….In some point you are wright….previos emitter models were way better. And that ” red dot ” may be blaster shooting at emitter.

      1. Lurkily
        Lurkily July 4, 2012 at 7:50 am |

        I think what I don’t like about these models are the bevel.

        A bevel tends to make things look like they’re raised up – which isn’t really suitable for something that pours out fluid. Maybe if you used an inverse bevel on the emitters, so they looked sunken instead of raised, like a dimensional hole in the sassafrass of whosiwhatsit, it might work better?

  18. Lurkily
    Lurkily July 2, 2012 at 8:54 am |

    Hmm. You implied shields were mobile, but there are two in the lower left that could plug the gap in defenses near the lower right, where only AC is holding creeper back.

    Were they forgotten in the heat of battle, or made stationary, or are you saving energy by keeping them back? (If you implemented energy consumption based on the force that shields exert to hold back creeper)

    Shields will be an interesting tool for herding AC around, if they’re mobile. No more wasted pools of AC in remote corners of the map. 🙂

  19. Richard333
    Richard333 July 2, 2012 at 10:25 am |

    I see a Ore mine and AC refinery in the building slots. I’m guessing thats how we are going to make AC? And i’m guessing we are going to use bombers to deliver the payload?

  20. Rushed
    Rushed July 2, 2012 at 11:47 am |

    Last night I was playing CW2, trying to move Anti-Creeper into one square to block it off, when I thought that pulling the Anti-Creeper would help a lot. Then I wondered if the sheilds in game three could have an option of pulling in Anti-Creeper, or the Creeper, or both, and not just push them away. Doing so could make it possible for interesting strategies, such as pulling the Creeper back after it passes the sheilds. Just an idea.

    1. Lurkily
      Lurkily July 2, 2012 at 9:23 pm |

      We were discussing the possibility of directional ‘push-pull shields’ to help channel AC in the last thread, and it’s still awesome.

  21. TonyP2000
    TonyP2000 July 2, 2012 at 12:16 pm |

    Those new squirmy emitters look so gross, so creepy, so…so…perfect!

    Kudos to MadMag, I am loving the updated graphics.

    1. MadMag
      MadMag July 2, 2012 at 1:26 pm |

      Thanks! They look way more evil now.

      1. Havvix
        Havvix July 2, 2012 at 3:12 pm |

        In my opinon i liked the landing pad yellow, grey is a dull color

  22. PsudoSage
    PsudoSage July 2, 2012 at 12:16 pm |

    I really hope you get this to run under Linux whichever way it works (wine,mono or native). I hate having to switch to my windows drive to play some games.

    I really like CW2 and I still play Evermore every now and then. This new one looks like it will be awesome. Good luck. 🙂

  23. TrickyDragon
    TrickyDragon July 3, 2012 at 12:24 am |

    i wanna play D’:

  24. koy
    koy July 3, 2012 at 5:15 am |

    will there be a beta or demo release at any point

  25. WillSmith
    WillSmith July 3, 2012 at 5:49 am |

    NO ENERGY BAR!?!?!?!?!

    1. Lurkily
      Lurkily July 3, 2012 at 8:52 am |

      Since each CN has a separate energy storage, which may be at different levels if they’re on different networks, the game so far has had energy bars on the individual command nodes.

      If they’re all on the same network, they’re all equally shared, however if the two are not connected by nodes then an energy bar might be meaningless.

  26. sweetdude64
    sweetdude64 July 3, 2012 at 11:16 am |

    this part of the blog is about something you cant see.
    well i SEA an emmiter at the top. (cheesy joke 😀 )
    is that it or something we actually cant see.
    also,will nullifiers be able to attack alittle bit?
    and finally,will nullifiers be one of the things that insta-die when thhey touch creeper

    1. Lurkily
      Lurkily July 4, 2012 at 7:56 am |

      He’s talking about the save game structure in the post – I think that’s what we can’t see that he’s talking about.

  27. JohnyB
    JohnyB July 3, 2012 at 11:18 am |

    Game looks just AWESOME!!!!! And Virgilw,could you please make a video? I realy want to see creeper in action!!

  28. JohnyB
    JohnyB July 4, 2012 at 6:34 am |

    In Creeper world 2 mission 17-Trickery,invisible creeper was exactly very good idea. You Virgilw should implent it in cw3. Imagine you rift on planet,no creeper,no emitters,but as soon as you turn ” thermal ” vision on ( creeper is organic so…) and you can see creeper flowing around.

    1. Nemoricus
      Nemoricus July 4, 2012 at 11:59 am |

      That mission had no invisible Creeper….unless you mean the Creeper entombed in the terrain. That might be a good thing to see again in game three, yes.

      1. Lurkily
        Lurkily July 5, 2012 at 6:37 am |

        Virgil has mentioned the possibility of buried emitters.

  29. sweetdude64
    sweetdude64 July 4, 2012 at 11:49 pm |

    will the nullifier still build really quick( makes packets release faster than other stuff)
    and wil it still cost 50 packets?

  30. Linuxer
    Linuxer July 5, 2012 at 3:37 am |

    Those red guns ( must be pulse cannons) need more work-diffrent design,they dont look cool enought.

  31. CatSpy
    CatSpy July 5, 2012 at 6:03 am |

    What f there could be a Time device that player could use only once in a mission,and ( using this time device would be very expensive thought ) player could ” roll the time back, ” for example-you engaged creeper to early and it has flooded most of the map already,not a problem!If you have enought energy use the the time device and roll time back!!!!

    1. anon
      anon July 6, 2012 at 10:00 am |

      Isn’t that what saving your game is for?

  32. MrNo
    MrNo July 5, 2012 at 3:03 pm |

    So, I noticed that Ore Mine was in the build slot. How will ore deposits work in this game? Will the Ore Mines just slowly produce ore, to some maximum before they have to be moved? Or will there be certain locations on each map rich in the ore that the player may or may not have to fight to get?

    1. Lurkily
      Lurkily July 7, 2012 at 6:59 am |

      Virgil has said in a blog post that he favors an AC economy that was rate-based rather than having a hard limit to production — this should provide you some hope.

  33. alex
    alex July 6, 2012 at 9:09 am |

    Willing to pay €20 for alpha or beta access 🙂

  34. CatSpy
    CatSpy July 6, 2012 at 10:52 am |


    virgilw:

    The Omega 13 device? Who told you what that did!

    Im soory? What do you mean?

  35. GoldKnight
    GoldKnight July 6, 2012 at 11:18 am |

    Hey,Virgilw….have you been thinking about airships ( zeppelins ).

  36. :D
    :D July 6, 2012 at 2:49 pm |

    gj so far, how about a ground unit can move on its on, it can be on defensive and offensive which can make friendly creeper, has a blaster and maybe a AA turret 😀

    1. me_me_me
      me_me_me July 7, 2012 at 12:59 am |

      hmm that seems a bit OP but maybe something like the widow mine from Starcraft 2 Heart of the Swarm where you build it and then move it to the front line where it will latch onto nearby enemies and explode doing massive damage or maybe it could slow or reduce the amount of creeper coming out of an emmitter for a short period of time would be cool.

      1. me_me_me
        me_me_me July 7, 2012 at 1:01 am |

        * by slow i mean make the time between ticks where the emmitter creates creeper longer

        1. Lurkily
          Lurkily July 7, 2012 at 12:18 pm |

          The idea of AC mines has been posited. (By me, no less.) I think, though, that mines can be powerful because they are not mobile – once you grant them mobility, the tradeoff that allowed them to be powerful without being overpowered is broken.

          I like the idea of using AC or mines as a cheap bulwark against creeper that permits you to hold a battlefront while you construct more permanent defenses.

          1. Lurkily
            Lurkily July 7, 2012 at 7:10 pm |

            I should add that I realize nobody was talking landmines up to this point – it was only a generalized example of the relative power permitted to mobile units vs immobile units.

            1. me_me_me
              me_me_me July 8, 2012 at 2:33 am |

              I realize how they could become overpowered but you probobly dont know why i refenced the mine from sc2. The mines have to burrow before they can be used and are basically 1 shotted by alot of stuff so maybe when you move them they have to go through a readying period before they can blow up creeper and if creeper touches them before they are readied they blow up instantly damaging any of your structures nearby but not damagaing the creeper.

              1. me_me_me
                me_me_me July 8, 2012 at 2:40 am |

                I just though of another way to balance the mines. Perhaps they could be one of the buildings you can drop and you have a limited number of them throughout the campaign.

  37. JohnyB
    JohnyB July 7, 2012 at 12:12 pm |

    There could be missions in space where you cant build blasters,you would have to build spaceships 9 in size of blaster ) and fight other spaceships. That would be nice

  38. JohnyB
    JohnyB July 7, 2012 at 12:13 pm |

    soory,i spelled wrong-(in size of blasters) ignore the ‘ 9 ‘

  39. JohnyB
    JohnyB July 8, 2012 at 1:35 am |


    CatSpy:

    What f there could be a Time device that player could use only once in a mission,and ( using this time device would be very expensive thought ) player could ” roll the time back, ” for example-you engaged creeper to early and it has flooded most of the map already,not a problem!If you have enought energy use the the time device and roll time back!!!!

    Maybe you could not only roll the time back,but travel in time?!?! OMG thats wright Virgilw thi is what you need -traveling in time!!!!! Imagine-travel to 1968 new york,and fight creeper there,travel to dinosaur age and fight creeper in there!!! that would be AWESOME!

  40. WillSmith
    WillSmith July 8, 2012 at 6:44 am |

    Virgilw,what about tesla coils,they could convert creep into anti-creep,or they could be used to fight new enemies? Anyways i think tesla coils would be very good.

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