38 Responses

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  1. Ninjadude501
    Ninjadude501 June 23, 2017 at 8:40 pm |

    WOW! This gives me so much more of a helpless feeling while watching it than any of the other CW games ever did. Something about the 3D nature of the creeper makes it look so much more like there’s no way you can win.

  2. Jonathan
    Jonathan June 23, 2017 at 8:41 pm |

    You’ve obviously put a whole lot of work into this already!

  3. Espresso
    Espresso June 23, 2017 at 9:01 pm |

    Yes. So much yes. Having actual fluid dynamics opens up so many possibilities. My mind is already racing, and this is just a technical build. I’ll be following this very closely.

  4. Blue Dwarf
    Blue Dwarf June 23, 2017 at 9:02 pm |

    Oof, that creep looks fast. It was neat to see the cannon beating it back faster than it could actually flow back though.
    Really nice seeing the prototype creeper. Looking forward to watching this shape into a real game over the coming months.

  5. planetfall
    planetfall June 23, 2017 at 9:03 pm |

    What’s your lore explanation for the changing AC colors between games?

    (Why is that the takeaway I had?)

    Okay, real talk. I hope there will be a way to zoom in while having a more vertical perspective. Visualizations of turret range would probably be less readable in 3D, especially from the side.

    Also, multithreading – to what end? Does this mean you’re moving away from frame-perfect leaderboard-fairness? What implications does it have for scripting?

    1. Rer24
      Rer24 June 24, 2017 at 5:51 am |

      Different civilizations could have slightly different AC tech, ore sources, etc. Same with the variations in weapon efficiency.

  6. Riluna
    Riluna June 23, 2017 at 9:05 pm |

    Spinal Tap would be proud of that Terrain height bar. And I’m proud of the terrain textures being much more versatile now. This whole thing looks so cool, and it’s just getting started. I look forward to following this as you continue to be your typical amazing self. Best of luck in your endeavors, V.

  7. Nicant
    Nicant June 23, 2017 at 9:09 pm |

    RELEASE THE FLOOD GATES!!!! Thank you, that was awesome! 😀

  8. Sorrontis
    Sorrontis June 23, 2017 at 9:19 pm |

    Oh yes.. Thank you sire!

  9. Jmanowell
    Jmanowell June 23, 2017 at 10:04 pm |

    this is amazing!! I have been a huge creeper world fan since CW1 when it was just a demo i found, all those years ago. I have to say, watching how the creeper flows now is getting my very excited for the challenges that it will bring forth. looking forward seeing more !!!
    (ps: please keep the guppies and bombers from CW3, I loved those things)

  10. GoodMorning
    GoodMorning June 23, 2017 at 10:09 pm |

    Try your Mass AoO now…

    I wonder what form the Shield will take? Wave damping, variable evaporation…

    I have similar thoughts to planetfall on scripting, but wonder what form Spores might take.

    1. planetfall
      planetfall June 23, 2017 at 11:18 pm |

      I heard that in CW3’s early days, beams had a vertical range and spores properly arced in a 3D parabola. We can hope…

    2. Istaro
      Istaro June 24, 2017 at 4:51 am |

      Ooh, yeah, I love how the Shield looks and feels in CW3, and I can imagine both being (look and feel) being even cooler in more-real 3D.

      And to Virgil, thanks for taking the time to post this!

    3. Rer24
      Rer24 June 24, 2017 at 5:52 am |

      Yeah, I was wondering about shields. My idea was to make it a physical dome that slowly cracks, but who knows?

  11. ShadeOfDead
    ShadeOfDead June 23, 2017 at 11:16 pm |

    Virgil…I love it. I really can not wait. I am excited for sure.

  12. Cap'n Walrus
    Cap'n Walrus June 23, 2017 at 11:36 pm |

    This looks really good!

    Maybe make the creeper overflow roof condense into a progressively darker and more solid/rigid material. Honestly, the creeper rendering roof is the only thing I’m even remotely concerned about with the move to 3D.

  13. Sweetdude64
    Sweetdude64 June 24, 2017 at 12:43 am |

    I think I can be the first to say, an 18-Year-Old who has been playing your games since my childhood, that you have developed an extremely passionate community around your games throughout the many, MANY years. After reading and commenting seeveral times on each blog post, to eagerly anticipating the next video release, to checking the forums recently, and of course buying and playing every one of the games on Release Day, I can not express to you how excited I was when I first discovered this was in Development. Just as others above me have stated, I was in a literal trance, shocked when I first saw this.
    I hope for this to be the biggest and best game yet. I can’t wait to see how this development cycle goes!

  14. FOXX
    FOXX June 24, 2017 at 6:09 am |

    Love the Fluid. Good Luck V.
    I’ll start saving for a New Laptop.

  15. yum-forum
    yum-forum June 24, 2017 at 9:50 am |

    Amazing and awesome! 🙂

  16. cooltv27
    cooltv27 June 24, 2017 at 10:39 am |

    looks good, looks interesting.
    few things I want to say.
    the creeper looks to thin to me, it doesnt seem cohesive enough
    will old enemy mechanics (CW2 dones, CW3 digitalis) return? or will they be mostly new (obviously spores will make a return)
    I dont like the spike that forms with an emitter, though I dont know how to fix that.

    and a question
    do you have a point in time when this game takes place? not asking WHAT it is (though if you want to reveal that…) just asking IF it is

    1. Oljo
      Oljo June 25, 2017 at 6:12 am |

      on the spike thing, perhaps it could be made like a dome instead? like if you put a hose underwater and point it up, it bulges up, and expands.
      perhaps digitalis could be some sort of algea/corral looking thing now? you could have a corral like structure on the “floor”, then you see some particles flowing up to the surface of the creeper and maybe form some sort of protection? (entrenched creeper as was shown in the last post maybe?)
      i agree on the creeper looking to thin, perhaps it should be a bit more “sticky” and stick more to itself, or just flow a bit slower.

  17. stdout
    stdout June 24, 2017 at 11:37 am |

    Really excited to see you going back for another CW sequel. By the looks of it, this will have a nearly unlimited amount of potential with where you could take this. To say I’m excited would be an understatement.

  18. Scamper
    Scamper June 24, 2017 at 2:46 pm |

    This is literally pre-alpha and it already looks great

  19. Kriptonic
    Kriptonic June 24, 2017 at 4:36 pm |

    Excited to see where you take this! Good luck with the development and I look forwards to any future communications 🙂

  20. Hiatel
    Hiatel June 25, 2017 at 10:37 am |

    try implementing a soft cap on creeper height over a hard cap, perhaps a logarithmic height render or something similar.
    Anyhow, this demo looks amazing!

  21. Kinam
    Kinam June 25, 2017 at 11:26 am |

    already getting hype even with the couple posts about it! LOVE the series 🙂

  22. Buzzrick
    Buzzrick June 25, 2017 at 4:05 pm |

    Super exciting Virgil. Can’t wait!

  23. Rasuto
    Rasuto June 26, 2017 at 7:53 am |

    Looks very interesting Vrigil, i am looking forward to it!

  24. Bjartr
    Bjartr June 26, 2017 at 11:44 pm |

    It would be interesting to see how things look with smoothed terrain, even if the physics still reflect the original geometry.

  25. Rasuto
    Rasuto June 27, 2017 at 7:59 am |

    It would also be interesting to see how the wind would affect the creeper in the form of waves and such.

  26. Sander Bouwhuis
    Sander Bouwhuis June 29, 2017 at 2:32 pm |

    I was very disappointed by Particle Fleet, so I hope CW4 is more like CW3 which was AWESOME!

  27. Matthew Zimmer
    Matthew Zimmer July 1, 2017 at 7:23 pm |

    Love to see the updates. It’s fun to watch the game progress. Love the fluid physics on the creeper.

  28. Laps
    Laps July 2, 2017 at 4:07 pm |

    I’m glad this new group of human survivors have some advanced orbital camera equipment.
    I wonder if scanners just got out-modded at some stage.
    Possibly once someone figured out how to guide packets of physical substances through space without so much as an engine.

    [ A simple Joker ]

    All the best!

  29. J
    J July 4, 2017 at 12:31 pm |

    I wonder if it is possible to use fractional land heights

  30. NDeo
    NDeo July 4, 2017 at 8:06 pm |

    Actually why not try maximum slope angle for structures instead of stepped heights so we can get slopes and stuff, and not limited to 10 heights

  31. legato
    legato July 6, 2017 at 1:33 pm |

    This looks wonderful! When’s the release date?! 😉

    Just kidding–I know that’s your least favorite question

  32. Doug
    Doug July 7, 2017 at 12:51 pm |

    Thats awesome, very excited to see future development as yours are some of my favorite games.

  33. Kristof
    Kristof July 18, 2017 at 5:15 am |

    The visual of the 3d is very nice. I think it’s important that the 3d also add an extra level to the gameplay. So it’s not just the 2d gameplay in 3d.


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