Here’s a quick screenshot with packets in action. I’ve kept the path highlighting as packets make their way to their destinations. I’m also playing around with some terrain elements that you can see in the lower left of the screenshot.
Based on the appearance of those rocks… it looks like they’re independent of the terrain height. Does this mean they’ll have some dynamic with terraforming (if and when, of course)?
I’m just experimenting currently, but the general idea is the rocky areas are places that don’t allow units to land and that cannot be terraformed.
Now that I see the rocks… Does that mean we might be able to create pillars of rocks/land for sheer faces?
They kind of look like mushrooms too!
I would like rocks to have a certain height, so that they can be buried under land. Also, how about a tower that “senses” hidden artifacts?
For it to be of any real practical use, you’d need a lot of rock objects in one area to prevent landing. It doesn’t seem like a great way to do unbuildable terrain, especially when you throw in procedural generation – if you do that for this game.
In the ancient game total annihilation, one could “dismantle” trees and rocks to provide large energy boosts. Consider it the same as siphons in CW2. I could foresee that being a much better idea for the rock mechanic. As for unbuildable terrain, any race that can pause time can easily move or blow up rocks.
Instead, maybe you could borrow the liquid metal concept. The Tycon empire (sp?) did war on massive scales using huge weaponry, but they aren’t the only ones. Maybe one race created some sort of liquid alloy/metal which was used in the creation of things like dyson spheres. This metal was able to be merged with anticreeper which the creeper has trouble destroying, so the creators used it as a shield for the sphere. Eventually the particule matter blew up the sun inhabiting the dyson sphere or something, and this liquid anti-creeper metal floated through the cosmos over eons before landing all over many planets in a certain areas of space. The liquid metal is highly radioactive due to its long term space exposure making it difficult to remove, and since its saturated with anticreeper, the creeper prefers to avoid it. As such, you can paint areas of terrain with this liquid metal anti creeper. The creeper avoids it but you can’t build on it either (ever tried to build on highly radioactive water?)
This could present some very interesting ideas, such as landing in a moat. The extreme radioactivity in the area means that so much energy has to be dedicated to shielding that it doesn’t give you much ability to build, but the creeper can only get in in a few locations.
You may even make it as some sort of fluid in itself, one that has an almost infinite viscosity so it can’t really run anywhere.
As an aside, I have always, always loved the creeper games series, and I have great respect for them. Thank you for making them!
hey in Creeper World 4 can you do a mission in space ? that will be fun
Seeing those rocks i’m envisioning a ‘Rock Crusher’ unit that can crush those rocks and use a lot of energy. 😀 looking great.
Is there a way I can get notifications on these?
Yes. At the top of the page there’s links to Knuckle Cracker’s twitter and facebook, where he posts notifications for these. Follow one of them. Or use the RSS feed, also at top of page.
I believe you can sign up to the RSS feed, and that gives you notifications.
I go away for a week to learn more chainmaille at a school, and two posts happen?
Loving what I’m seeing in these updates! Can’t wait to get my hands on this next installment. Keep up the awesome amazing work!
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