143 Responses

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  1. Rasuto
    Rasuto September 8, 2015 at 7:20 am |

    yush, looking good man its amazing πŸ˜€

  2. ebster95
    ebster95 September 8, 2015 at 7:46 am |

    Time to start saving up money for ANOTHER knuckle cracker game……. YES!

  3. F0R
    F0R September 8, 2015 at 7:53 am |

    Virgil been following the CW series for ages. I loved those games and this one looks to surpass it. Keep up the good work. Will be buying this to hopefully be one of the first to post beta test it. Goodluck on the steam greenlight too. Will be backing when you put it up.

  4. Me_me_me
    Me_me_me September 8, 2015 at 8:25 am |

    Looks awesome! I find the style very reminiscent of Creeper World but its not like that’s a bad thing. The potential for gameplay with everything so far looks quite extensive. Though as the joke about bugs goes “99 bugs in the code, take one down patch it around, 257 bugs in the code” πŸ˜€

  5. Paul
    Paul September 8, 2015 at 9:04 am |

    Man what I would give to test this game XD

  6. 17gamer
    17gamer September 8, 2015 at 10:05 am |

    I love the name! looking forward to the other omnis

  7. Koker93
    Koker93 September 8, 2015 at 10:52 am |

    Virgil, the new game looks awesome. As usual I will be waiting by my computer with my visa card as the release date gets closer.

  8. Annonymus
    Annonymus September 8, 2015 at 11:36 am |

    I noticed that the two energy-storing ships were exchanging energy. Why?
    The red vs. blue winscreen suggests that this game will feature multiplayer. Is that true or just a coincidence?

  9. Lanklord
    Lanklord September 8, 2015 at 11:59 am |

    I love the design of particle fleet thus far and can’t wait to play it!
    Keep up the excellent work Virgil!

  10. Adam
    Adam September 8, 2015 at 12:02 pm |

    As I always say, you’re doing great work. (Even though the graphics you have been working on will most likely go under appreciated). All that remains is for me to say one thing.

    Shutupandtakemymoney!
    πŸ™‚

    1. Qwerty Quazo
      Qwerty Quazo September 10, 2015 at 3:08 pm |

      Shutupandtakemymoney before Adam!!!

      1. jtphjtph
        jtphjtph September 18, 2015 at 5:45 pm |

        Shutupandtakemymoney before those two!

        1. Adam
          Adam September 19, 2015 at 5:51 am |

          *Slaps*
          No.
          He can only take my money first because…
          Just because ok.

        2. Qwerty Quazo
          Qwerty Quazo September 19, 2015 at 10:06 am |

          jtphjtph, shutupandtakemymoney to let me say virgilwshutupandtakemymoneybeforejtphjtphandadam!!!

  11. Rer24
    Rer24 September 8, 2015 at 2:33 pm |

    Finally a new video! It felt like forever, but now my “patience count” has been reset. Game looks amazing, hope you add or make it possible to add dopples with weapons other than particles (like 2×2 “missiles” or something). All those other levels, will you be showing them off, or are they just boring “test” test missions?

    1. Rer24
      Rer24 September 8, 2015 at 4:21 pm |

      By the way, noticed the intern pictures. What’s that about?

      1. Qwerty Quazo
        Qwerty Quazo September 9, 2015 at 11:51 am |

        The story, i suppose.
        I bet there will be betrayal in the story!

  12. Qwerty Quazo
    Qwerty Quazo September 8, 2015 at 3:12 pm |

    This. Game. Is. THE. Best.

    Some thoutghs:

    Tankers (or ships with ports and such) should NOT ”trade” energy.
    Change the menu image, I know you will (but soon!).
    The modules should be collected with another way, find out.
    Show the progress of ”collecting” pickups.
    Particle fleet is the final name? Cause you lost yout
    All the ships in this video MUST be:
    A’ Fleet, the default one.
    B’ Fleet, all ships and modules unlocked.
    C’ Fleet, create your own little gods!
    Aaand… Different ”categories” of scores in each fleet! This is a must.
    How many different objectives?
    Why are there so many colors for the ”nebula” or plasma field? Which is their use?
    Another type of pickup for unlimited module of specific type.
    A main menu-base, where:
    You see all your ships there.
    There you manage your fleets.
    Many more things that V will put there, like upgrades and such.
    Can we play a map only wit land?
    I will reply for more, later.
    Check my topics at forum! (pre-release chatter)

    1. Qwerty Quazo
      Qwerty Quazo September 8, 2015 at 3:20 pm |

      * Cause you almost all lost your bet about warship!

    2. Qwerty Quazo
      Qwerty Quazo September 9, 2015 at 7:17 am |

      How about lasers (the red thing that destroys particles when they get too close to the ship) also create blue struct whenever needed? Seems cool to me.
      Sorry if I overpost!

    3. Lord of Darkness
      Lord of Darkness September 11, 2015 at 12:24 am |

      You can already see the progress easily, sort of, notice the red growing bar under the pickup, or the green hp bar under the particle emitters.
      Tankers sharing energy can be a good thing, for a wider fleet, put one on the edge of the other, and you have 1.5x wider fleet, and 2x the energy capacity, and 2x the energy collection (4 guppies instead of 2 for the default tankers). Another use for them can be if you don’t have guppy modules, then you can use the ships as mobile relays, each ship transferring energy to the next.
      I think the different nebulae have different density/effect on the enemy, but that’s just a guess.
      Ofcourse you can play ground-only missions, ?i think?, well, the details may need to be smoothed out probably.

      1. Qwerty Quazo
        Qwerty Quazo September 11, 2015 at 2:06 pm |

        ”…you can use the ships as mobile relays, each ship transferring energy to the next…”
        Well, that would be terribly slow, but V can double the speed of energy from port to command, to port, to command, to port, to command, to enegy tanks, to port, to fleet and to the end of the universe…

        Maybe…

        At least that will happen on my dreams πŸ˜› πŸ˜› πŸ˜›

  13. Liobuster
    Liobuster September 8, 2015 at 4:00 pm |

    awesome game
    and actually ur grapper did work when the enemy doppelgaenger was close but it stopped working when no enemy particles were nearby

    1. Sean
      Sean September 15, 2015 at 9:55 am |

      He is right, if you look at 22:18 you see that the grabber is shooting particles out toward the dopple and when that goes out of range is targets the nearest red particle. When there are no nearby red particles it seems to have no effect.

  14. Yorekani
    Yorekani September 8, 2015 at 4:51 pm |

    Note: I thought this comment would fit better on this site. It also means I won’t get pestered with reply notifications every time if i put it here, I think. =^-^=

    *insert generic “take my money NOW* comment*

    Other than everything being improved yet again, it still seems like kamikaze strategies are still too rewarding.
    I remember V saying that one doppel is tough because it’s “armored”.

    That gave me an idea how to “solve” this problem. Since there isn’t a designated “Lathe” ship, the “squishiness” would need to be tied to the lathe module.
    At the end of the video, the “Lathe” ship tanks most of the doppel ship flying at it. Even with some fire support, I’d expect those particles to ram through the whole “Lathe” ship. I know this isn’t CW, but the nullifiers were also squishy for a reason.

    So… anyway, my idea is to have “modules” apply modifiers on a ship. A “Lathe” module would reduce “hull hp/armor” (seems like it takes more than one red particle to crack a hull) while some weapons would increase it. The lasers that slow enemy particles seem like a good candidate. Their role is to keep the enemy at bay after all.

    Of course, if we’re going that route, there’s other stuff to be modified as well. “Lathes” would probably increase movement speed, while the MK-7s should probably slow down the ship.
    There could even be a gun module (shooting particles like the doppels) that increases particle speed, so the more the merrier. =^-^=
    I assume “damage” of each projectile (particle, missile, whatever) is increased by higher projectile speed. While missiles rely on a high base damage, particles would be more reliant on speed to deal major damage.

    I also think the “support” ships need to be divided up a little. Currently, the “tanker” seems to be able to take all support roles at once. Why not have certain modules increase related parameters as well? Guppies would increase “support” range (range in which particles are distributed), for example.

    While it’s fine that weapons can get reloaded as quickly as energy production allows, building and re-building should be a bit more limited. As it stands, I think even literally throwing ships at the enemy might win the game eventually. Increasing (re-)build speed with a module should be necessary to (initially) limit the effectiveness of “hit and run” tactics like shown in the video.

    If “hit and run” becomes too ineffective, there could be modules introduced for it as well. A shield module working similarly to the CW shield. Aka, a module that generates a shield around a ship which has to be powered like a weapon. It’ll need more energy while it’s busy “regenerating shield hp”. Relevant parameters would be shield size, shield (max) hp, shield regen rate, energy efficiency and “downtime”.
    “Downtime” is the amount of time a shield will (have to) stay offline after being fully depleted. I guess with micromanagement, one could power down the shield just before that happens, but if that’s unwanted, “downtime” could be applied whenever the shield is powered down, with “forced shutdown” multiplying the downtime. (E.g. usual “downtime” 1~2 secs, forced “downtime 5~10 secs)

    I think I’ll stop for now… this is your game after all… =^-^= You know the ship parameters better than I do.
    I’d be happy if you considered my general suggestion though. Currently, there doesn’t seem to be much synergy between whatever is slapped onto a ship, so “building space” seems to be the only factor deciding which module gets built on which ship.

    1. Vanguard
      Vanguard September 10, 2015 at 5:27 am |

      Well thought out post. I too feel that the ships are way too sturdy, especially Lathes, but thatΒ΄s rather a quick balancing issue. I am not sure how much more modules Virgil wants to put in to make the strategies you mentioned viable, so i will jsut add one point that came to me when you mentioned the struts being constructed from the enemy:

      I would like to have a strut buildings myself, so I can use the enemy struts to spread the mire to connected islands. It should be expensive and slow building struts, but itΒ΄d make defending and assaulting islands connected by struts more rewarding or even possible at all in he first place. Enemy mire/bog should spread via struts as well, making tearing down strut connections to very strong enemy islands a necessity.

      Thanks for the update, Virgil – enjoyed it.

  15. Blue Dwarf
    Blue Dwarf September 8, 2015 at 4:55 pm |

    I notice that each ship seems to have a crewman manning it now. I wonder if these guys can rank up to gain small buffs that could apply to their ships (faster turning, better fire rates, more speed (an experienced captain will know how to squeeze some extra performance out of his ship)).

    Watching the beginning of this map with the large energy stores allowing for quick materialization of the fleet reminded me somewhat of a fleet dropping out of hyperspace. At some level it might be fun to have a ‘warpdrive’ upgrade or ability to allow for prebuilt ships to drop into the map, ready for action. Though the early periods of a map seem to be the real make or break period, setting up a good defense can keep you safe enough to turtle on to victory, so such an ability might tip that balance and make things too easy.

    Looking good so far. Main menu screen art looks pretty neat, I think. Always nice to see an update.

  16. Daniel Schealler
    Daniel Schealler September 8, 2015 at 7:27 pm |

    Particle Fleet, starring Particle Man!

    1. Qwerty Quazo
      Qwerty Quazo September 9, 2015 at 11:16 am |

      Hahahaha that was good!

  17. Istaro
    Istaro September 8, 2015 at 8:08 pm |

    I found a surprising amount of pathos in that de-cored doppel careening off into space after the end of the mission πŸ™‚

  18. Joseph
    Joseph September 8, 2015 at 11:40 pm |

    Will this be a Windows universal app?

  19. Qwerty Quazo
    Qwerty Quazo September 9, 2015 at 11:23 am |

    PROBLEM!

    At exactly 5:25, at the left edge of the map, a missile is shooting a quad with not 4, but 7 PARTICLES!!! HOW???? Like in CW3 when you adjust flow speed more than 1,30…

  20. DaMetaEX
    DaMetaEX September 9, 2015 at 2:28 pm |

    Game looks good glad you settled on a name. cant wait to get my hands on the game and try it out. Keep up the good work Virgl Creeper world I,II, & III came out great i know this game will as well. but that bug that prevented the module from working….that would be an intresting enemy ability that would be intresting. like those drones nulifying packet delivery.

  21. KicksBrickster
    KicksBrickster September 9, 2015 at 2:54 pm |

    This game is looking really cool. Its kinda refreshing, actually, to see something that isn’t a Creeper World game for a change.

  22. None
    None September 9, 2015 at 3:24 pm |

    Nice i wish i could make games but i need the knowladge at first.. keep doing what you do i have onnly one question it will be a giveway of a nice amount of keys of this game for one who can;t purchase the game .. you know in this world exist kids that don;t can do money … sry for my bad english .

  23. CoolColJ
    CoolColJ September 10, 2015 at 4:38 am |

    One thing I hope you can improve on, is the late game steamrolling on the earlier Creeper world games, where it’s just mopping time. I hope the game mechanics and enemy can keep pushing you hard to stop the snow ball effect that makes it boring late game. If the enemy can improve it’s “production capacity and tech” over time that would help I think. Or evolve mutations and special attack/spawns like Infested Planet.

    1. Rer24
      Rer24 September 10, 2015 at 4:28 pm |

      That might be possible in custom maps, but I, as a “turtler”, feel it might be too punishing (potentially)

      1. CoolColJ
        CoolColJ September 12, 2015 at 10:42 am |

        Actually it’s for the reason why I suggest this, as a turtler player πŸ˜‰

        Rushes have their own challenge already, but turtlers only have a challenge at the start of each game in the Creeper World series. After a while your power just snowballs and it becomes a boring mop up the map.

        The games need more challenge and excitement mid and end game.
        Perhaps a form of maintenance, and suggestions above could help here.

        1. Rer24
          Rer24 September 13, 2015 at 7:45 am |

          Well true, maybe the particle strength could be affected by something other than time though. Maybe the size of your fleet, or the amount of remaining “emiters” (for lack of a better word), particularly on the projenetor levels, sort of like it is rebalancing its defenses, to make it more difficult, but still possible, to head straight for it.

    2. Veylon
      Veylon September 12, 2015 at 11:33 pm |

      Maybe the number of particles coming through remains constant so as you close some red holes, the remaining ones increase in volume. This would encourage strategic thinking because leaving some open would mean taking down the main one would be easier, whereas being a completionist would mean that the last hole would be sending forth an absolute torrent.

  24. Redlemon
    Redlemon September 10, 2015 at 6:46 am |

    Hey Virgil,

    Does the creeper world beta tester will automatically received a beta access to this game ?

    Thanks again

    Mat

    1. Ninjadude501
      Ninjadude501 October 1, 2015 at 12:55 pm |

      V did say in a comment on an earlier video that he was considering a paid beta of some sort, jsyk.

  25. Warren
    Warren September 10, 2015 at 7:20 am |

    Wow. I thought I know this game from the the previous video. I thought it looked done. Then this video introduces a new feature that completely changes the type of game! (talking about those wall like structures.)

    I do have one suggestion. From the videos it is unclear how the ships visually represent their ammo and energy levels. Triggerable energy bars would be useful.

    It also looks like it would be a fair bit more difficult to design a level in this game than in CW3. More stuff that has to be laid out and tested even without scripting.

    Those nebula are wicked. I am still trying to figure out how you got them to render so efficiently. It almost looks like an old school palette rotation with a binary flag to switch palettes between blue and grey.

    1. Qwerty Quazo
      Qwerty Quazo September 10, 2015 at 2:34 pm |

      Don’t you see the inventory? Their ammo is the bar next to them, and the ship’s color change with the situation.

      1. 19chickens
        19chickens September 13, 2015 at 3:50 pm |

        That makes sense πŸ˜›

  26. Luke G
    Luke G September 11, 2015 at 7:06 am |

    Hahaha! Marvelous sir, simply marvelous.

  27. MissingInAction
    MissingInAction September 11, 2015 at 10:52 am |

    I have a few questions regarding the nebula:
    Do doppel ships prefer one of your ships above the other? It seems like when you send the 2nd lathe ship, the doppel ignored your attacking fleet and went after it.
    Does blue particles “repair” the worn out area in a blue nebula?
    Also, when doppel ships are moving through the blue nebula but not shooting, do they wear out the nebula, or do they have to shoot?
    Does the red nebula have the same effect on blue particles as the blue nebula has on the red? Do you have plans for the red nebula to maybe affect your missiles and other weapons?

    In the past when you destroyed an enemy, it left behind an energy source where you can build and expand. This no longer seems to be the case. Did you remove this feature, or does it only apply to certain type of enemies?

    I also noticed that blue particles disappear when they reach the edge of the screen, but red particles don’t.
    As always, this game looks awesome πŸ˜€

    1. bluebolt
      bluebolt September 14, 2015 at 5:26 pm |

      The blue particles are damaging the red nebula, you can see the damage to the center one at the end of the video.

  28. RanDumSocks
    RanDumSocks September 11, 2015 at 7:25 pm |

    How much are you pricing this game? Also, when do you think it will be finished? Summer of next year?

    1. Qwerty Quazo
      Qwerty Quazo September 13, 2015 at 3:21 am |

      What do yo mean summer? Are you at south part of the earth?
      Cause now in my country it is September.

      1. RanDumSocks
        RanDumSocks September 18, 2015 at 10:17 am |

        uuuuh, same?

      2. Cat
        Cat November 19, 2015 at 5:47 pm |

        I would guess that Socks is referring to summer in the Northern Hemisphere, from whence Virgil hails, to the best of my knowledge.

    2. Rer24
      Rer24 September 13, 2015 at 7:41 am |

      Like Virgil said, “I don’t want to shoot myself in the foot and give completion dates”, or something like that. He’ll release the game when he thinks it’s ready.

      1. RanDumSocks
        RanDumSocks September 18, 2015 at 10:16 am |

        ah, didn’t see that. I just cannot wait πŸ˜€

  29. 4xC
    4xC September 14, 2015 at 12:08 am |

    Leave it to you to make me itch more and more to be part of your anonymous testing crew again. lol

  30. bluebolt
    bluebolt September 14, 2015 at 5:36 pm |

    I feel like the guppies should have a limited range. Once you get a nice base going, you can just send all of your ships into battle with tankers supporting like an energy source. Another idea is to have a drone spawner available to build, probably on land, that creates a small ship with customisable weapons. The space would be like 2 by 2 or something small. The drone would then go somewhere, much like the drones in CW.
    I’ve been getting the idea that the red particles are living, so I though of some ideas related to living things. πŸ˜€ Maybe you can have a weapon that converts particles into your side, and the weapon would be like a virus dispenser, with a chance of infection. I think the struct. should be called bio-walls πŸ˜›

    1. bluebolt
      bluebolt September 14, 2015 at 5:42 pm |

      Will the movement fields found in early vids be in the game? Could make for some interesting battlefields, like over a planet with gravity πŸ˜€

    2. bluebolt
      bluebolt September 14, 2015 at 5:46 pm |

      Heck, the virus could be on the red side and infect your own ships, turning hull and modules into red particles when it isn’t healed/cleared in time. This could add a great deal of “no kamikaze” like people have been commenting on. My eyes can’t get enough content right now D:

  31. Ninjadude501
    Ninjadude501 September 14, 2015 at 10:05 pm |

    Holy cow.
    I just got home from Disney World.
    To a new game 4 video.
    Virgil, you are awesome.

  32. Tigershawk
    Tigershawk September 15, 2015 at 6:21 am |

    Most excellent. Creeper World, and now this, to me, are really standouts in a world of many titles. You broke the tower defense mold with Creeper world to make a tower offense genre. Now, well, I don’t know how to classify this one. Mobile tower offense? Love it. Can’t wait to snatch this one up.

    1. Yorekani
      Yorekani September 16, 2015 at 2:19 pm |

      He… He’s trying to break the whole strategy genre! Could you imagine if he’s… trying to make strategy gamers think outside the box?

      1. Vanguard
        Vanguard September 28, 2015 at 5:37 am |

        I am not sure if you might just go overboard a bit with this. While I am as enthusiastic as you are about the game, I just donΒ΄t see the genrebreaking evolution here. πŸ™‚

        That said: Work faster, Virgil. :]

        1. Yorekani
          Yorekani September 28, 2015 at 3:43 pm |

          Well, I formulated that comment “tongue-in-cheek”.
          Basically, I expect a good strategy game to make me/the player think outside the box. So the part about breaking the genre is exaggerated. =^-^=

          Distracting particles (well, doppels more specifically) from a lathe may require such thinking, if “aggro” is an actual thing and they’re not just homing in on the nearest ship.

  33. sba4
    sba4 September 15, 2015 at 12:27 pm |

    I need this game in my life. Right now.

  34. Ovalcircle
    Ovalcircle September 15, 2015 at 7:34 pm |

    I saw blue doppels at the mission completion screen. I hope he shows them in his next video.

  35. JP-sama
    JP-sama September 29, 2015 at 11:27 pm |

    Just a quick question I have that you may have answered. Why do all of the energy production spots have a number that counts up on them? Do they produce more the longer they are active?

  36. Kodi4444
    Kodi4444 October 4, 2015 at 5:47 pm |

    how much longer do i have to wait to play this game?

    1. Qwerty Quazo
      Qwerty Quazo October 5, 2015 at 6:13 am |

      3 months, max.

      1. Yorekani
        Yorekani October 5, 2015 at 4:14 pm |

        I don’t remember V mentioning a concrete deadline anywhere.
        The closest thing we got was basically: “It’ll be released when it’s ready.”
        Then again, technically speaking, you don’t “have to” wait. You could distract yourself with other stuff to do meanwhile. =^-^=

        1. Ninjadude501
          Ninjadude501 October 6, 2015 at 2:22 pm |

          People that have been around Knuckle Cracker for a while (think since CW1 or CW2) and have worked with V (think beta/alpha testing) probably have a bit of a sense of when he’ll be happy with it, meaning they can sort of give an approximation of when it’ll be released. (note I said sort of and approximation, you are right about V not mentioning a concrete deadline as far as I know)

        2. Qwerty Quazo
          Qwerty Quazo October 6, 2015 at 2:40 pm |

          ”I don’t remember V mentioning a concrete deadline anywhere.”
          Neither do I, but look how the game is advancing.
          Next year, everybody will have the game.

          1. Ninjadude501
            Ninjadude501 October 7, 2015 at 6:09 pm |

            From what I heard, CW3 was about at this point or further when it was still about a year away from release because V decided he wasn’t happy with it. (ofc, at the time no one really knew that V was going to end up being so unhappy with it and continuing the development for a year)

  37. WrongExperiment
    WrongExperiment October 8, 2015 at 6:55 am |

    Ugh! Still randomly checking here every couple months in the hopes of a new epic game to play….. Looks like i need to check back next month. Keep up the good work man. Game looks awesome

  38. Bubba
    Bubba October 12, 2015 at 11:59 am |

    YES! Just finished downloading this on early access from steam!

    *wakes up*
    *checks steam account*
    *cries myself back to sleep*

    1. Qwerty Quazo
      Qwerty Quazo October 12, 2015 at 11:26 pm |

      I have that too.

    2. Adam
      Adam October 22, 2015 at 10:28 am |

      -.-
      That was mean.

  39. Rer24
    Rer24 October 15, 2015 at 3:37 pm |

    Not to be impatient, but you videos are pretty monthly the last 4 months. However, the last video was at the beginning of September, and it is now the middle of October, Virgil! Got anything else cool to show us?

    1. Qwerty Quazo
      Qwerty Quazo October 17, 2015 at 8:32 am |

      If you noticed, the second video and the third had 3 months space, and we saw land. It must be the 2 omnis.

      1. Rer24
        Rer24 October 18, 2015 at 2:53 pm |

        Huh. Didn’t notice that. I guess maybe you’re right. I (sort of) hope not, but maybe.

  40. Nagshell
    Nagshell October 21, 2015 at 12:32 pm |

    I know that it’s far from release and so on, but can you say maybe in how many % you think it’s finished? Rough estimate. I just want to feel how much there is to come, both content and time.

  41. Nicant
    Nicant October 24, 2015 at 11:18 am |

    I have an idea for a new weapon! Have a weapon that functions much like the dark beam in CW2! It will fire and destoy any thing in it’s path (even player units) in a straight line. It will also make the ship move very slow and use lots of energy! BTW: awesome game so far! πŸ™‚

    1. Qwerty Quazo
      Qwerty Quazo October 27, 2015 at 5:25 am |

      Naah. It doesn’t fit for me.
      Imagine you are the chef in a restaurant, and you try combining salt and sugar in the same dish. It is new, but 85% of the people won’t like it because sour and salty will never fit well in the same food, it’ll be strange.
      I think the same will happen on this game, in my opinion.
      Not that the laser is stupid, it is a cool idea, but it doesn’t fit in the game with the other weapons. Do you understand what I mean?

      1. Nicant
        Nicant October 27, 2015 at 2:06 pm |

        yeah i understand what you mean, it was just something i thought up of real fast and i just had to tell V before i forget the idea.

      2. Nicant
        Nicant October 27, 2015 at 2:11 pm |

        Anyways, i wonder what other weapons V is going to add in besides the fighter bay (which we still have no idea what it does or even is.)

      3. belgianfan
        belgianfan October 27, 2015 at 3:09 pm |

        you might be correct about the weapon, although i do like the idea of it, but the analogy is so wrong: so many things contain both salt and sugar and most people like it, just check all foods you eat πŸ™‚ Here i can even buy chocolate with a bit of salt in it and it is extremely delicious o.O

        sooo no comment about this game sorry for that xD

      4. Ninjadude501
        Ninjadude501 October 27, 2015 at 4:15 pm |

        But perhaps a directed laser of sorts would be a good idea. Not nearly as powerful as a dark beam, but a longer-ranged version of the beam that is currently in production. Designed to fire in a straight line, damaging or destroying anything in its path, be that land, allies, or particles, but not destroying everything immediately. So, say it targeted a moving dopple. My idea for the laser is, it would be fired in a straight line, and remain there for a few seconds while it’s being fired. If the dopple moved through it, it wouldn’t be destroyed, only have any particles that went through the laser heavily damaged. It would take about half a second of exposure to this weapon or more to completely destroy a particle.

        I’ll see if I can get around to making a few visual aids and re-posting this idea in the forums.

        1. Kodi4444
          Kodi4444 October 28, 2015 at 3:46 am |

          I want to play this game soo badly. How much would I have to pay you to be able to start playing now?

        2. Qwerty Quazo
          Qwerty Quazo October 28, 2015 at 3:46 am |

          Cool idea, I like it, but we have three lasers already. It would be balanced if v adds this laser and a projectile-firing module.

          1. Ninjadude501
            Ninjadude501 October 28, 2015 at 1:20 pm |

            three lasers?

            1. Qwerty Quazo
              Qwerty Quazo October 29, 2015 at 7:36 am |

              From the forum:
              Lathe | It is kinda a nullifier on emitters, it builds bases and energy stortages, blah blah.
              Laser | Destroys particles when they get too close to the ship.
              Particle Beam | A laser that clears the red area in a plasma field and slows down particles when they are too close.

        3. Nicant
          Nicant October 28, 2015 at 2:48 pm |

          thats a good idea too!

      5. belgianfan
        belgianfan October 28, 2015 at 3:17 am |

        how about a bertha- like laser: it takes some time to charge, then you place the ship somewhere and it fires a beam for a few seconds after which you will have a clear path for a limited amount of time to advance

  42. Kodi4444
    Kodi4444 October 28, 2015 at 3:48 am |

    I want to play this game soo badly. How much would I have to pay you to be able to start playing now?

  43. Krossi
    Krossi October 28, 2015 at 4:28 am |

    When comes the next post of your progress, V??? I’m so excited ;D

  44. BlueRaja
    BlueRaja October 28, 2015 at 12:28 pm |

    lol @ that homing missile in the upper-left around 5:30

  45. Zacpod
    Zacpod October 31, 2015 at 2:48 am |

    This is looking amazing! I’ve put so many hours in the CW3, and this looks like it’ll be even better!
    Keep up the great work! πŸ˜€

  46. Nicant
    Nicant October 31, 2015 at 6:23 pm |

    You should have an option to put a shield like thing around the progenitor so no one can just place their HQ ship near it and win at the start at the level.

    1. Qwerty Quazo
      Qwerty Quazo November 1, 2015 at 3:46 pm |

      The progenitor has enough life for the doppels to build and particles to over flow near him. Ex: count the time that these lathes destroy it. Double it.
      But for some levels this could be good.

      1. Nicant
        Nicant November 11, 2015 at 7:33 pm |

        Or have the progenitor spawn particles or a doppel where itself is at.

        1. Nicant
          Nicant November 11, 2015 at 7:34 pm |

          Dang it! i used the wrong email again!

          1. Nicant
            Nicant November 11, 2015 at 7:35 pm |

            omg. ignore these comments, i forgot to press the reply button when typing the first one in. πŸ˜› πŸ˜› πŸ˜›

  47. Merf
    Merf November 8, 2015 at 4:24 pm |

    I love CW series played every one. Particle fleet looks pretty awesome too

    I’d pa to play a beta version no doubt about that.

  48. Rer24
    Rer24 November 11, 2015 at 9:36 am |

    As I mentioned earlier, your videos have been monthly, with only one being 2 months apart. Then we saw land. This video was posted mid-September. It is early November. I don’t mean to rush you, but an approximate ETA would be nice. Also I’m really hoping you include a scripting language in this game as well.

  49. Shuhbox
    Shuhbox November 11, 2015 at 12:32 pm |

    In the words of the developer πŸ™‚

    ‘Time for an update on the late alpha of game 4 from Knuckle Cracker ….’

    Just trying to be funny, just won Gem Craft…. so looking around for something to do next…

    Just read back, I see that one is coming soon, great, wow that is fast on the bug fix.

    I am human and like the occasional contact with other minds…

    Your work is impressive, it is right up there on my bucket list, for example my whole family has purchased our tickets for the new Star Wars movie for example. (That is right up there on the same list but second to playing your new game. Particle Fleet)

    How is that for an ego boost. Wishing you moments of clarity, resolve, and effectiveness…

  50. Kodi4444
    Kodi4444 November 15, 2015 at 3:54 am |

    Can’t wait!

  51. Kodi4444
    Kodi4444 November 17, 2015 at 3:32 pm |

    Is it time yet?

    1. Qwerty Quazo
      Qwerty Quazo November 18, 2015 at 9:20 am |

      ”my goal is within the next two weeks.”

      That said one week ago…

    2. Chris
      Chris November 18, 2015 at 9:20 am |

      I keep checking every day. can’t wait for the new post and the game itself when we can finally have our hands on it. so excited. I keep looking for the “SHUT UP AND TAKE MY MONEY!!!” button

      1. Kodi4444
        Kodi4444 November 20, 2015 at 5:27 pm |

        I completely agree with everything you just said. I am the same way.

    3. Adam
      Adam November 18, 2015 at 2:49 pm |

      “It will be time when time so doth decide” he said, his voice booming over the lakes of creeper.
      “But sire, we should really fire the bertha while the creeper is pooled over there”, said his counterpart.
      “No”, said he, “We shall wait until the spores have passed, we don’t have the resources to do everything right now”.

      An extract from a random scenario in my mind

  52. SG
    SG November 19, 2015 at 10:55 am |

    So can we expect the game to be released some time around Christmas?

    1. Ninjadude501
      Ninjadude501 November 19, 2015 at 1:44 pm |

      V has said before prefers not to shoot himself in the foot and give out release dates, and I am 90% sure the game won’t actually be ready around Christmas; however, he did say something about early access, so we can hope. πŸ™‚

    2. Qwerty Quazo
      Qwerty Quazo November 19, 2015 at 2:18 pm |

      No, It’s still in alpha version. Check out the forums, there is a contest: https://knucklecracker.com/forums/index.php?topic=19337.0

  53. Cat
    Cat November 19, 2015 at 5:49 pm |

    The video won’t load for me in Firefox or Edge on Win 10 x64. =(

    1. JP-sama
      JP-sama November 19, 2015 at 9:11 pm |

      Here is a link to the video on Youtube
      https://www.youtube.com/watch?v=XTQYDqT4kdc

    2. kharnellius
      kharnellius November 20, 2015 at 9:43 am |

      It’s a standard youtube video. Try clicking on the youtube icon in the lower right of the video to run it in youtube.

  54. Qwerty Quazo
    Qwerty Quazo November 20, 2015 at 6:52 am |

    2-3 days left.

    I can’t find the β€œSHUT UP AND TAKE MY MONEY!!!” button too, Chris.

    Help us!

    1. Kodi4444
      Kodi4444 November 20, 2015 at 5:43 pm |

      Same here

  55. kharnellius
    kharnellius November 20, 2015 at 9:47 am |

    I was wondering if you had any thoughts in changing the core of the ships to something animated. Here is a super quick I-have-never-made-a-gif-before animation of what I was thinking. This is just to get the concept across and was made in paint so no comments, lol.

    http://makeagif.com/SYeb6_

  56. James
    James November 20, 2015 at 10:27 am |

    Well I don’t post much, but man V has a cult following. Love it and can’t wait for the next video. Keep up the good work V. You know how to keep us on our toes. Have a good turkey day.

  57. Qwerty Quazo
    Qwerty Quazo November 20, 2015 at 1:56 pm |

    I feel like we are celebrating New Year’s Eve now.

  58. duble gamer
    duble gamer November 20, 2015 at 7:14 pm |

    i cant wait but it will be around new year i hope

  59. Adam
    Adam November 20, 2015 at 8:04 pm |

    I’m sorry V.
    I’m losing hype.
    Maybe I’m just becoming cynical…

  60. Qwerty Quazo
    Qwerty Quazo November 21, 2015 at 2:33 am |

    ANOTHER CONTEST!

    QUICK! Guess the date we’ll watch the next video, and win!

    It is between today and December 1st!

    I choose November 22th, tommorow!

    1. Nicant
      Nicant November 21, 2015 at 11:41 am |

      I chose November 24th, Monday!

  61. Shuhbox
    Shuhbox November 28, 2015 at 11:28 am |

    Thanks for the video.

    I wonder about the possibility of emergent behavior, as discussed by Nissen Taleb in the Black Swan. That little thing that is insignificant in the heat of battle, that, becomes significant, based on surrounding events. “The Perfect Storm”.

    You know the drill, you are playing the game with the intent of “known unknowns” its the “unknown, unknowns” that should be freaking us out right to the games end.

    Just when you think you have everything under control and you are going in for the kill, something happens that has the potential of tipping the balance of power.

    This would create some excitement in the middle and end game.

    CW3 maps often had that intense start of game, and then grind through middle and end. (I am not against grinding.) Now if you can introduce some similar intensity to the middle and end game, you will have more of a winner, than you already have.

    Some possibilities.

    When an enemy dies, and explodes, one final death blow attempt.
    Enemies hold a portion of power back for their demise.
    Enemies hold a portion of power back that is triggered by some external event.
    Enemies hold a portion of power with a cyclical release.
    Enemies are linked, and when one is destroyed, it triggers a change in behavior (more intensity from the survivor(s)).

    The behavior of particles changes from map to map, in subtle ways, that need to be figured out. Just when you think you know how the particles are going to behave, you get a surprise. These behaviors would be in the math of the program, however, they may not be noticed in one map, however in later maps these particle behaviors become significant as they emerge.

    That is the fascinating thing about emergent behavior, your extrapolating the events, to a perceived end. (Then you get a surprise.) Things like the effect of the “printing press” on the world. It was just ink on paper (right), what was the big deal. Oops.

    Silicon in computers, its just sand right, Oops.

    Wishing you a Happy Season, I will not be sending you a present this year, as it will take you away from the programming.

    Just, kidding, when the game is ready I am quite willing to send you money. Money is always good at this time of year.

    Be well,

    1. Qwerty Quazo
      Qwerty Quazo November 30, 2015 at 1:25 pm |

      I think you should posted that on the wrong topic

      Post here: http://knucklecracker.com/blog/index.php/2015/11/emergence/

  62. duble gamer
    duble gamer November 28, 2015 at 5:36 pm |

    i hope that v will make video in new year like a gift (:

Comments are closed.