About those Creeper physics updates I mentioned previously…
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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.
You’ve obviously put a whole lot of work into this already!
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.
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.
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?
Different civilizations could have slightly different AC tech, ore sources, etc. Same with the variations in weapon efficiency.
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.
RELEASE THE FLOOD GATES!!!! Thank you, that was awesome! 😀
Oh yes.. Thank you sire!
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)
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.
I heard that in CW3’s early days, beams had a vertical range and spores properly arced in a 3D parabola. We can hope…
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!
Yeah, I was wondering about shields. My idea was to make it a physical dome that slowly cracks, but who knows?
Virgil…I love it. I really can not wait. I am excited for sure.
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.
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!
Love the Fluid. Good Luck V.
I’ll start saving for a New Laptop.
Amazing and awesome! 🙂
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
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.
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.
This is literally pre-alpha and it already looks great
Excited to see where you take this! Good luck with the development and I look forwards to any future communications 🙂
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!
already getting hype even with the couple posts about it! LOVE the series 🙂
Super exciting Virgil. Can’t wait!
Looks very interesting Vrigil, i am looking forward to it!
It would be interesting to see how things look with smoothed terrain, even if the physics still reflect the original geometry.
It would also be interesting to see how the wind would affect the creeper in the form of waves and such.
I was very disappointed by Particle Fleet, so I hope CW4 is more like CW3 which was AWESOME!
Love to see the updates. It’s fun to watch the game progress. Love the fluid physics on the creeper.
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!
I wonder if it is possible to use fractional land heights
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
This looks wonderful! When’s the release date?! 😉
Just kidding–I know that’s your least favorite question
Thats awesome, very excited to see future development as yours are some of my favorite games.
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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