102 Responses

Page 1 of 1
  1. trickydragon
    trickydragon July 7, 2013 at 12:55 pm |

    cool!

  2. Jonathan Logsdon
    Jonathan Logsdon July 7, 2013 at 12:56 pm |

    Stealth units and mobile emiters that are somehow being reproduced. If this is true it would make for a very interesting map.

    1. Fubukmaru
      Fubukmaru September 16, 2013 at 10:56 am |

      Wait… EMITERS REPRODUCING THEMSELVES? Oh frak, that would be a nightmare, imagine a map where one emiter appears each 10 seconds next to an existent one… you would have to flood the map with nullifiers and AC to win

  3. MIA
    MIA July 7, 2013 at 1:10 pm |

    I think this one will be pretty difficult if you don’t know whats going to happen next. He build a beam on the PZ and I’m like… why? A lot of saving/restarting would probably be needed here.

    I see some terrifying maps being made in the future…

  4. pawel345
    pawel345 July 7, 2013 at 1:13 pm |

    Finally another video 😀 i was getting worried that none would be posted soon.

  5. Cmdrd
    Cmdrd July 7, 2013 at 1:14 pm |

    I’m assuming that the initial creeper node is spawning new creeper nodes?

  6. Th3Ch053n0n3
    Th3Ch053n0n3 July 7, 2013 at 2:00 pm |

    First! Looks interesting, but I can’t watch now, I’ve gotta go to therapy over my Creeper Withdrawl. But seriously, can we get an updated timeframe Virgil?

    1. Kharnellius
      Kharnellius July 7, 2013 at 10:52 pm |

      Yeah, he’s been pretty clear on not giving out release information until it’s released. 😛

      Also, people, stop saying “First”. That died years ago.
      Besides, it is especially embarrassing if you are an hour after the actual “first post”, lol.

    2. Lich98
      Lich98 July 8, 2013 at 5:41 pm |

      The game will be release when ready. All I can say is that Beta builds are nearing completion and the main focus is adding story maps and fixing any found bugs

  7. Sander Bouwhuis
    Sander Bouwhuis July 7, 2013 at 2:07 pm |

    Huh? I don’t understand.

    There were invisible spores?
    Also, you initially couldn’t nullify that blue thing, but after a while you could.
    Was there an amount limit (e.g., nullify 25 blue helper things before you can nullify the main blue thing?)
    Or did you have to nullify all the helpers at the same time before nullifying the main blue thing?

    Anyway, this demo with the clicking sound and no music and at normal speed is a LOT more enjoyable than the previous videos.

    1. Gecko252
      Gecko252 July 7, 2013 at 4:00 pm |

      I am pretty sure you had to use 2 nullifiers to destroy it.

  8. Kurt
    Kurt July 7, 2013 at 2:20 pm |

    IMHO:
    Ugh. Magical gimmick maps.

    Not knowing the rules is not the fun.

    The fun is knowing the rules and figuring out the best way to defeat the map.

    1. George
      George July 7, 2013 at 4:50 pm |

      100% agree. While I admire the effort that went into creating this map, I wouldn’t want to play it. Well, correction, I would attempt to play it, then rage-quit as soon as my nullifier did nothing to the single visible tower.

      To everyone but the author (or fellow map makers that lift open the hood and peek), maps like this will forever be a mystery, and there just isn’t enough time in the day to struggle with them when there will undoubtedly be hundreds of other maps available that use the “stock” rules.

      1. Dessirris
        Dessirris July 9, 2013 at 8:15 pm |

        I wish people like you would stop playing video games. Its too hard! *CRY* Go play a game that has been ruined by the “its too hard” crowd or a game with cheats. Nothing worth finishing is easy. Do you really want to site there for 30 minutes “wining” five minute maps? That is boring. Adapt and concur or get back in your box you sheep.

        1. Selvek
          Selvek July 11, 2013 at 7:17 pm |

          Can’t say I agree with you…

          There’s a major difference between a game that is hard, and one that is frustrating. What makes a game fun is using logic and/or skill to overcome a problem. Say I have a game where a monster pops out and eats me – in the fun game, I have to react quickly, shoot at it accurately, dodge correctly, etc. In the frustrating game, I have to aim exactly at its left kneecap – nothing else will hurt it, and nothing tells me where I’m supposed to aim and whether it’s working or not until I land enough shots to kill it.

          Now obviously with enough time, you can understand the map – but do I really want to burn the five hours it takes to try every combination of shots until something works? Or do I want to try the map once, fail, learn something about what I did wrong (because, of course, the rules are logical), and then do better next time?

          (Note: I don’t know where this map falls between fun and frustrating without playing it or at least watching the video again)

        2. Garnasha
          Garnasha July 16, 2013 at 8:43 pm |

          Seriously, cut out the fake elitism. He never said it’s too hard, he said he doesn’t like having to fly blind.
          There’s several kinds of hard, and the ones that make it impossible to win without failing a dozen times just to learn what might happen are among the cheapest. Tell the player what they can expect, then make them beg for mercy because they just can’t handle the hell you throw at them. Maybe throw in some surprise which they can recover from if they took decent general precautions and react well.

          Do not require prescience by save-scumming just to have a shot at winning. And don’t bitch at people for not liking that kind of difficulty. They probably still enjoy games which are crazy hard despite giving the player full information (or predictably obscured information, like the fog of war in RTSes), and might very well beat you at those.

          1. Garnasha
            Garnasha July 16, 2013 at 9:05 pm |

            Hmm, where’s that edit button for a P.S. …
            The above is directed purely at the “if you don’t like it, you suck, get lost” crowd. The map itself might give extra information withheld for the guessing here, or be possible (but hard) to do if you built a general-purpose defence like any good player confronted by the unknown, then adapted to what you saw happening. Building nullifiers to hit the flying towers is not really obvious, but if you know nullifiers can be built like that, it’s worth a try. If either of those things is true, or something else saves the player from trial-and-error play, this map might be very fun indeed.

    2. Michionlion
      Michionlion July 7, 2013 at 8:13 pm |

      I can see this type of map being awesome if it comes with a story or explanation of some kind, as to exactly what type of enemies you are facing.

    3. Heyoceama
      Heyoceama August 11, 2013 at 10:45 pm |

      Actually not knowing the rules and being thrown in with confusion and trying to survive is part of the fun. Imagine you walk into a room and there are several turrets and all you have keeping you alive is your reflexes and adrenaline. Sound fun? It is!

  9. SpeedKore
    SpeedKore July 7, 2013 at 2:20 pm |

    First !!!!!! this page is my home page ^^

    1. Kharnellius
      Kharnellius July 7, 2013 at 11:18 pm |

      See my previous post, lol.

    2. Icen
      Icen July 9, 2013 at 12:19 am |

      When you guys learn that posts show when they are moderated not when they are created

  10. JoshuaT
    JoshuaT July 7, 2013 at 2:30 pm |

    So I saw (and I use “saw” loosely) invisible things that couldn’t be targeted unless the PZ Spore tower was hitting them.
    Was the CRPL tower on the corner simply set up to require 2 Nullifier’s to be nearby to be destroyed? Because it didn’t get hit when a single Nullifier was near.

    Also, it’s nice to see predominate ground action again. Nothing against Bertha’s, Strafer’s, and Bomber’s, but variety is good.

    1. DaMetaEX
      DaMetaEX July 7, 2013 at 9:04 pm |

      2 nulifiers were near it for a while it required a wait time between the last spawned emitter to run its cycle and run a check to see if it was killed or not which then enabled the main emitter to be hit which is required in this set up so the player doesn’t end the game too soon

  11. crazyone76
    crazyone76 July 7, 2013 at 2:38 pm |

    I think it has to do with reaching a certain point on the map that’s making them spawn.
    Either that or massive space bunnies eating golden carrots

    1. Generalafire
      Generalafire July 7, 2013 at 6:41 pm |

      Ahahaha love that game.

  12. cooltv27
    cooltv27 July 7, 2013 at 2:40 pm |

    sweet vid, im guessing the last tower was destroyable after either a certain time or enough other towers get destroyed, or maybe both, a certain time after enough have been destroyed
    though my final answer is that it is on some kind of timer, only destroyable after certain intervals, then its not for another round, going with that answer

    1. Nardian
      Nardian July 7, 2013 at 4:15 pm |

      Another option could be that it can be destroyed when the player manages to kill all floating creep-towers in one “cycle”.

    2. Istaro
      Istaro July 7, 2013 at 7:38 pm |

      I think your penultimate answer was right: the stationary tower becomes vulnerable 20 seconds after the 25th mobile tower has been destroyed.

      On an unrelated note, It’s definitely an auditory relief to have the nullifiers’ charge-up sound stop if they have to idle due to a lack of targets. I might make one more suggestion to Virgil, though—maybe have the fully-charged sound fade away in volume instead of stopping suddenly? Stopping suddenly is kinda jarring and might make some people wonder what went wrong, whereas fading out might help to clue the player in to the fact that it’s actually still charged and that the noise is stopping just for the sake of peace and quiet.

      1. KingSupernova
        KingSupernova July 9, 2013 at 3:48 am |

        Actually, I like the sound, it lets you know that it’s working right. If it’s stopped it sounds like something went wrong. Also, has anyone noticed that the sound is not in sync with the animation? Things like that just bother me for some reason, I don’t know why.

  13. Billy987bob
    Billy987bob July 7, 2013 at 3:00 pm |

    That was very interesting… I don’t know what to say!

  14. Gecko252
    Gecko252 July 7, 2013 at 3:04 pm |

    That is quite pretty.

  15. Lance
    Lance July 7, 2013 at 4:00 pm |

    I definitely really appreciated the fact that the nullifiers built but did not go off until something was in range! Good call, V!

  16. Gecko252
    Gecko252 July 7, 2013 at 4:04 pm |

    Oh no! The creeper have taken to the skies, and have created an invisible missile full of creeper to destroy us! They have also upgraded their armor to cause us to have to use 2 nullifiers to destroy them! Scary upgrade…

    That is what I think anyway.

    1. J
      J July 9, 2013 at 9:15 am |

      You only need 1 nullifier to destroy it… I built the other one for cores moving at the top of the map.

      1. DestinyAtlantis(The Lord of Darkness)
        DestinyAtlantis(The Lord of Darkness) July 9, 2013 at 1:36 pm |

        Not to mention that multiple nulifiers needed to destroy a creeper building is normal(you could make it from 1 to 5 in CW2).

  17. Vkfan
    Vkfan July 7, 2013 at 5:16 pm |

    i think:
    1) there was a set amount of “defenders”: some spawned spores, other ones normal creeper.
    2) the environnement was adapting to the player: once virgil built the spore-beam, after a first “spore-rush”, the game spawned some creeper generating mobile towers. when the system saw even the (low-amount) of creeper didn’t work, he started a small random-generation spore rush, looking for some undefended spots in the player defense line, maybe in the middle of the base.

    in both cases, you can’t destroy the main one before the defenders are gone. The main one has a set time of invulnerability after the last defender is gone (that, or a creeper amount controlled shielding device, but it looks more like a timer. why not both?).
    it looked like each defender destroyed “sucked” power from the main tower

    1. Goldsbin
      Goldsbin July 8, 2013 at 9:44 am |

      Virgil wasn’t playing the game

      1. Vkfan
        Vkfan July 8, 2013 at 10:54 am |

        the player, anyway

  18. steelwing
    steelwing July 7, 2013 at 5:57 pm |

    So is the one visible tower only destroyable with two or more nullifiers in range?

  19. Generalafire
    Generalafire July 7, 2013 at 6:48 pm |

    Love that tower, I noticed it repeats, quite enjoyable. What I didn’t see is this “invisible” stuff. But I like the command for spores to spawn at random coords on the map (quite sure it was random). I am assuming that the interval towers (the ones that go vertical and horizontal at certain intervals) are disposed of by the “explosion” effect w/o the explosion. By the way… how much time did that take you overall? a day?

  20. Relli
    Relli July 7, 2013 at 7:47 pm |

    I think I get it. Or at least parts of it. I suspect there’s a very specific amount of floating emitters, some of which emit creeper, some spores, and I think I saw a couple that did both. They come in waves until all have passed, and then they repeat. You have to destroy all of them to get at the ground emitter. I noticed it was 20 in-game seconds from the final floating emitter being destroyed to the grounded one starting to be hit. It could be “20 seconds after all waves are destroyed”, or it could just be that that’s when the next wave would have started. It checked to see if any waves were left, then noticed there were none. It also looked like some of the waves had spores spawning randomly about the map, but you were prepared for those.
    The whole thing kind of reminded me of those boss fights…like in Star Fox 64, where you have to knock off all the minor pieces before you can get at the main body.
    Whether I’m right or wrong, this is a very interesting map, and it makes me that much more crazed about this game. There are gonna be some REALLY interesting player-made enemies.

  21. josh
    josh July 7, 2013 at 8:19 pm |

    Two thoughts.
    1 the creep had to be in small enough quantities to make the stationary node vunerable.

    2 or the stationary node was only vulenrable while the invisible spores? Were being shot.

    I’m betting on number 1 would be much more interesting.

  22. Katra
    Katra July 7, 2013 at 10:27 pm |

    I haven’t figured out the corner emitter that could only be destroyed at a particular time (though I strongly suspect two nullifiers means emitters etc can have more than one health again). As for the mobile enemy units; I’d say there are a limited number to start with on specific timed routes. (And able to spawn spores at points a considerable distance from the actual spawning unit.)

  23. sweetdude64
    sweetdude64 July 7, 2013 at 10:36 pm |

    Just like everybody else said- very interesting!
    I have a few theories just for a possibility 🙂
    1. Did anyone else notice the massive range on the beams? I believe there is a mode that allows different ranges of certain towers.
    2. There was obviously some sort of spawn/de-spawn/re-spawn system going on here. My guess on why you decided to nullify pretty early on? So they will not respawn later, thus ending the game sooner (since all creeper structures must be destroyed to win)
    3. I can’t exactly put my finger on why the main building could not be nullified for a certain amount of time. If I were to guess, it would be because of intervals (what another user said above)

    Also, did anybody else think this map would be a million times easier with terps!?

    1. cooltv27
      cooltv27 July 8, 2013 at 4:45 pm |

      I would say only 100 times easier, yes more space for things but it takes energy to use. still would be easier though

  24. soccerstar44
    soccerstar44 July 7, 2013 at 11:12 pm |

    Hi, first time posting

    My theory is that there are 8 spore cprl towers, 16 creeper emitting crpl towers, and they come in 2 waves of 4(spore) and 2 waves of 8(creeper). to begin u only have one wave of each to start it off. I believe that the invisible enemies talked about in another post are just spores that appear randomly instead of from a certain point and is proportional to the number of crpl towers still left. To destroy the final cprl tower that doesnt move u have to destroy all the other ones and wait for the cycle to finish.

    Thist is just my theory. I have other theories but dont want to overwhelm the blog

  25. anon
    anon July 7, 2013 at 11:12 pm |

    Do Nullifiers always because like that? Only attack when an eligible enemy is in range, but can be built anyway? Not a huge fan of this map and video, to be honest. A short thing at the start giving the rules/information about how the CRPL tower works would have been much appreciated.

    1. anon
      anon July 8, 2013 at 10:17 pm |

      Behave like that. The word was behave.

  26. Stephen Angelico
    Stephen Angelico July 7, 2013 at 11:20 pm |

    Okay, CRPL can be made to do weird things. There are many ways of getting the result in the video, but I have no idea what’s under the hood of that CRPL core. Obviously the other ones are basically moving Emitters (and some of them are Spore towers too), and there was a neat movement pattern, but I don’t get how the main CRPL core could not be Nullified.could it be to do with Creeper coverage? Could it be a need for more than one Nullifier? Could it be something simple like time? It’s nearly impossible for viewers to say for sure, but I suppose that’s why we were asked to guess.

  27. Logos
    Logos July 7, 2013 at 11:35 pm |

    Clearly the main creeper spawner was linked to the lesser ones. My guess is it could only be destroyed after all the other ones were eliminated first, since he didn’t even try to destroy it until the others were nearly gone. The use of 2 nullifers may have simply been an indication that it had more than the standard health of a spawner. In CW2 the nullifiers did 1 point of damage to a spawner, and so the spawner’s health indicated how many nufflifiers were needed to kill it.

    As for the sub-spawners, They always appeared at one edge of the map, then disappeared at the other… I’m going to guess that it was coded to register something existing beyond the edge of the map. At one point he accidentally destroyed a singular sub-spawner on one side of the map instead of both, and later there was only a single spawner that appeared on one side of the map, IE the ‘survivor’ from before. So basically, the spawner moved off the edge of the map, rotated back around, then came back onto the map later. Those spawners were always there, simply not in the section of the map where the player could fight.

    Assuming that’s correct, I’m also guessing that the spores weren’t invisible, but teleporting. The spore tower was also off the map (which is why it didn’t show the time until next spore) and then once they spawned they were immediately teleported into various spots around the map, rather than flying in from beyond the edge. The only question left is why the main spawner didn’t become immediately vulnerable after the lesser ones were destroyed. Must analyze more…

  28. NNR_Alex
    NNR_Alex July 8, 2013 at 12:45 am |

    Well I’m now terrified of what people are gonna make.

  29. CowboyDan
    CowboyDan July 8, 2013 at 2:11 am |

    Will there be any CRPL stuff in the campaign?

    1. Lich98
      Lich98 July 8, 2013 at 5:44 pm |

      CRPL will be in the campaign, it actually drives the tutorial.

    2. anon
      anon July 9, 2013 at 3:16 pm |

      Campaign: definitely
      Custom: why wouldn’t it be?
      Procedural: I don’t think so, but I could be wrong

      I just want to see the .crpl pack for Notepad++ to get a feel for what it can do. Please? :D??

  30. J
    J July 8, 2013 at 5:36 am |

    Time to explain how this map works =P
    There’s a variable stored in the core that goes up when a core is created and you don’t nullify it. It goes down when you do nullify a core. The amount of cores/spores created and their strenght is based on that number. When it falls below a point, you can nullify the core. Of course that will all be shown in the intro tekst (I’ll wait with creating those for my maps until the original story is complete).

    1. J
      J July 8, 2013 at 5:53 am |

      Oops, looks like I’ve stopped all the guessing. Mayby you can see which attacks I’m launching at the players…?

    2. cooltv27
      cooltv27 July 8, 2013 at 4:52 pm |

      im just curious about this but, what was the point that it had to go below to win?

      1. J
        J July 9, 2013 at 9:21 am |

        The ‘power’ of the core needs to be 2 or lower before you can nullify it (checks are between waves). The core starts with 9 power and the child cores spawning spores need 5 power each to spawn. If they can finish their run they will send 6 power back to the main core. I won’t tell anyone the values for the other core types until someone does the correct guess 😉

        1. JoshuaT
          JoshuaT July 9, 2013 at 2:09 pm |

          How many child cores would it spawn at one time? We saw 8, but were they superimposed if the ‘power’ was above 40?

        2. Relli
          Relli July 11, 2013 at 1:03 am |

          Well, J, I thought I had it all figured out. I worked forwards, I worked backwards, I did a dizzying amount of guess-and-check, and I thought I had all the child cores figured out. There’s just one tiny error in one tiny wave that destroys the whole thing. Like any good scientist, though, I’m going to throw out the errant data and assume it was a bug. For now, I’ll post what I have and see if I’m right. If I’m not, I’ll give it another run.

          We already know the spore-thrower cores cost 5 points to create, and return 6 if they survive.
          I believe the cores that emit creeper cost a measly 1 point, which is why they’re so plentiful, and return 2, a full double what they cost. And then we have a very odd core. It sucks up some of the creeper it comes across, and then when it finishes its trip, it dumps it all on the corner. These ones I’m the least sure about, but I think they cost 8 points and return 9. This is where most of my guess-and-check work went. The coreless spore waves don’t take or give any points, unless maybe they do if they land, but you never let that happen. However, they spawn spores equal to 1/3 of the current pointage, rounded down.
          And as a final note, the waves happen in the same order each time. “Magnet” cores, Spore cores, Creeper cores, and then a spore wave. Though the game starts on a spore wave, so maybe that’s the first one.
          That was a lot of text…I hope it was worth the effort of writing it all. We shall see.

          1. J
            J July 14, 2013 at 1:42 pm |

            I’m surprised how accurate your guesses are. Here are the correct ones:
            Cores/order: SporeCores, CreeperCores, RandomSpores, MultiplierCores (“magnet” core)
            Multiplier core cost 8 power to create
            Random spores don’t give or take any power
            For every 3 power a random spore is created

            You were very close with the creeper cores, I used a formula for that one.

  31. Lanklord
    Lanklord July 8, 2013 at 5:41 am |

    Was the emitter (top left) a clpr tower that spawned more clpr towers with the spore AI and a blank texture, and the floating emitters. Then, it could only be destroyed when all of the floating emitters where destroyed in one cycle. If any of them made it to the end, the main clpr tower was invulnerable.

  32. Annonymus
    Annonymus July 8, 2013 at 7:51 am |

    this map would have been much easier using terps…

  33. Magus
    Magus July 8, 2013 at 8:45 am |

    First, Thank you for uploading all this videos and updates about C3, it just helps to keep me excited about all the possibilities in the map making options.

    I understand the moving emitters and spore towers, but I didn’t get the variables for the last emitter, was it conditioned on no creeper around it? or on the position of two nullifiers?

    Any way, great map. C3 is shaping for a great game.

  34. lizard
    lizard July 8, 2013 at 9:18 am |

    What’s left before release? V.

  35. ctuna
    ctuna July 8, 2013 at 3:38 pm |

    Fun to watch, and some new concepts I didn’t see before (“invisible” enemies and nullifiers built without in-range targets). Hope the release has up-front explanations, though, since “theories abound” (I think I Patrick Swayze said it in Road House), but don’t help much.

  36. 42ah42
    42ah42 July 8, 2013 at 10:18 pm |

    I can’t see a video, just a great big black box :/

  37. kalafin
    kalafin July 9, 2013 at 1:04 am |

    For me it would have made more sense if after the first mobile node was killed if the hp like bar pop’d up on the stationary one. CW2 creeper nodes some of those were more than one nullifier required with the bar showing you had hurt it but not enough… i personally don’t think i would have thought of just needing two if one wasn’t doing anything or that there was something else i’d have missed. nice map though

  38. KingSupernova
    KingSupernova July 9, 2013 at 3:54 am |

    On another note, is it possible to set a variable that sais an emitter (or CRPL tower) can’t be nullified?

    1. J
      J July 9, 2013 at 9:24 am |

      Yes, that’s exactly what I did to make this map.

  39. bigd
    bigd July 9, 2013 at 5:23 am |

    I think the last tower in the top left have a radius that if creeper is in then it is not class as a creeper emitter

  40. Doggxs
    Doggxs July 9, 2013 at 8:34 am |

    Thanks for another cool video. I hope there are some odd missions like this in the campaign. It is nice every once in a while for the rules not to be followed. Like in CW2 with creeper fields. Just adds some new dimensions.

  41. thephysicsgamer
    thephysicsgamer July 9, 2013 at 9:50 am |

    There were a set amount of CRPL towers ate the start. As you built out, more “woke up” and attacked at once, to a limit of course. Every two towers you destroyed, a large attack wave of spores appeared. When you destroyed all of the towers, you either had to wait a bit or destroy a certain amount of Creeper (I couldn’t quite tell which).

  42. sweetdude64
    sweetdude64 July 9, 2013 at 1:38 pm |

    J- If somebody were to nullify the main enemy structure at the beginning, would the game end right then, or would the mini enemies half to be destroyed too?

    1. J
      J July 14, 2013 at 1:44 pm |

      You can’t nullify the main structure immediatly =)

  43. Gecko252
    Gecko252 July 9, 2013 at 3:57 pm |

    The creeper is an ever changing substance I guess. Always evolving and changing to adapt to our new weaponry. Good thing we are a creative people and can make new weapons to counter the evolution!

    1. sweetdude64
      sweetdude64 July 10, 2013 at 11:24 am |

      Your words. They are beautiful <:') Its completely true! Lol I would die laughing if there was a creeper 2.0 XD

    2. vlad
      vlad July 11, 2013 at 3:14 am |

      We counter everything, everything counter us

  44. anon
    anon July 10, 2013 at 10:00 pm |

    So… I kicked on CW2 and started playing the map “Drone Factory” on my gaming rig that I completed last week. I’ve got an AMD FX-6300 overclocked to 4.2 GHz and a Radeon 7850 stock at 860 MHz. So basically a solid medium end processor and graphics card. I’m getting under 5 frames per second to start off. I can’t wait to see what Unity can do with this. If AIR chokes on routing packets, then Unity will be a huge improvement and I can actually overbuild without the framerate dying.

  45. Me
    Me July 12, 2013 at 2:50 pm |

    So, it’s looking good; great.
    But what’s the release date?

    1. nrjp
      nrjp July 12, 2013 at 3:55 pm |

      He made a comment in the forum that the target date October 17th. We’re all hoping that he surprises us with an earlier release.

      1. Alluton
        Alluton July 14, 2013 at 3:12 am |

        link plz

    2. Billy987bob
      Billy987bob July 12, 2013 at 6:31 pm |

      When it’s ready. He described the progress as a ship on the horizon about a month ago. from my knowledge he is just writing story and creating story missions. Also, possibly the editor, not sure if he did that or not. I think he is also creating challenge missions from him.

    3. Blue Dwarf
      Blue Dwarf July 12, 2013 at 8:33 pm |

      Too long away. I wanted it 7 months ago XD

      Loved seeing progress since then, but these videos don’t show too much new stuff. I’m ready to dive into this game, whenever it finally is released. Glad virgil seems to be pacing himself rather than rushing to the finish though. While I want it NOW, I’d rather wait and have a product he’s happy with, because that will assure that it’s something I will truly be happy with.

  46. josh
    josh July 12, 2013 at 8:10 pm |

    No new vids?

    1. Hybird607
      Hybird607 July 14, 2013 at 12:48 pm |

      New videos are always nice BUT if there isn’t a new video it means virgil must be working on something else! (or hopefully getting some time with the family over summer before releasing the game and going into the hectic “need to patch everything” mode.)

      1. J
        J July 14, 2013 at 1:52 pm |

        Yes he is working on something else, mostly creating new story missions, adding CRPL functions needed in story missions and fixing bugs (of wich most of them were caused by upgrades like unity3.5 -> unity4 and new audio handling systems). So that’s basically finishing the game I think. My guess is that he does a video every week now, but that’s just a guess.

  47. Foxcave
    Foxcave July 14, 2013 at 1:19 pm |

    Can we start with preorder?

  48. Andrew Witbeck
    Andrew Witbeck August 17, 2013 at 8:28 am |

    Hey!

    rather new to this video, but…..
    I noticed that in a few past vids the glowing Halo left by a destroyed creeper emplacement ( is it JUST an emitter that leaves these? what other items in the game drops these fields?).

    I also saw, in a past vid, that the long-distance Relay was placed INSIDE that field, also the Beam weapon was placed in it this time and it seemed to increase it’s range.

    Now, here is my second question:
    aside from the obviouse waste of a good opportunity, if I placed a Collector in that space would that collector have a greatly increased range?
    What about the Terrain level changing Terp? Would it have a larger range for changing terrain?
    What about a Reactor? Since it has no need for space as the Collector does, would it produce more energy?
    Would a Bertha be stronger?
    What effect would a Guppy recieve?
    Thanks in advance to ANY who can answer these questions!

    1. fractalman
      fractalman August 23, 2013 at 5:50 pm |

      those are power zones. (normal) emitters leave them for sure, spore towers don’t last i checked (could have been changed since), custom objects (cpl objects) determined by creator.

      Collectors get a big boost to range, yes.
      terp, I think it gets a range and speed boost, possibly an efficiency boost as well.
      reactors produce more energy.
      berthas get triple shots.
      Guppy…i think it gets a movespeed boost? and/or a capacity boost.

      Mortars get EPIC range and RoF. can’t remember if they get an efficiency boost per shot or not.
      fighter-drones get double-shot, formerly triple shot.

  49. david
    david August 27, 2013 at 7:33 pm |

    it look gooooooooooooooooooooood

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