Many machines, new machines…
Woah that looks so cool o.o
A good amount of fabrication, better than I thought could be done xD
One thought, though. I think it’s very unlikely, but are the names for those materials going to be permanent?
I hope they change too. Maybe he can have a naming contest. 🙂
Yeah “Tuffium” is pretty bad, sorry Virgil.
Game looks absurdly great otherwise.
That is a pretty cool idea for a weapon, that conversion bomb.
It’s from Creeper World 2.
Looks great. Can’t wait to play it. Will there be any more added tech?? bombers and such. There’s a whole host of other weapons that could be included. Its limitless. Could always make it easy to mod so people can add there own weapons and structures. The animations are great too. In a future game you could always have it follow multiple cultures with varying weapons and technology. So one might have Projectile weapons and another might have energy weapons. I’d love to do this if I could. 🙂 🙂 🙂
Oohhh I like where this crafting system is going…
well now I want a game thats a hybrid between factorio and creeper world. having to gather resources like factorio and craft everything automatically. but having to build guns and supply with ammo to fight off a liquid that consumes planets.
resources could be transported CW style but the lines have limited throughput factorio style.
well now I want this even more…
honestly I would be fine with CW4 having a complicated resource chain. would let the game scratch 2 itches for me
Even without seeing them in action, the prospect of having micro-rifts is awesome, and I love this implementation of a tech tree, but man . . . that moment when a given fight crests the hill, when a struggle to survive stabilizes, going from defense to offense—I’m referring to that moment around 19:15 when ammo starts arriving at the forward base through the newly built pylon—damn that feels good. Even when just watching someone else play, that’s such a rush.
Great, now I’ll be confusing the new relays with Starcraft pylons. lol
However, I cannot stress strongly enough my hopes that the mechanic that allows collectors to make soylent out of all terrain regardless of height remains in the final release. In my CW3 economic development stages, I tend to fret over every cell of non-soylent terrain and spend almost half my time trying to plan ahead for uniform terraforming.
It looks very good and keeps the spirit of the previous games. Love it. Can’t wait to try it out.
That super weapon at the end reminds me of the conversion bombs of creeper world 2.
Factorio is currently my favorite game, but seeing this I think its safe to say I have a new favorite 😛
As cooltv27 said, I would also like to see a complicated resource chain, even though you said you will probably not do that.
Regardless of that, will the creeper be able to spill into the void when the quantity is high enough like in CW3?
Waiting for the super weapon, it is wasting Flux on too much Resistium. A setting to only build on need could be handy.
Too bad we didn’t get to see the microrift being built/in action. It is nice that different materials are made in different ways. It certainly makes the tech tree more uneven in terms of requirements. Also, just want to mention how weird it is that the towers can be built on any nook and crany, unlike the collectors of past games.
I was interested in the microrift as well. There were several levels in creeper world 3 that had the challenge of requiring guppies to ferry energy from side to side. I didn’t mind this with the strong caveat of not being able to build have any type of collectors in a area that wasn’t directly attached to the HQ.
I am really interested to see the microrift as well. Everything in this build was VERY interesting and I can’t wait for access 🙂
Keep up the hard work Virgil!
My wife also appreciated your dog making an appearance in this video 🙂
You’ve mis-spelt Fluxygen 🙂
Take my money!
Great progress so far. I have bought every creeper world game pretty much the day they came out and every single one gets better than the last. This appears to be no exception. Please feel free to contact me when you are looking for testers, i know it will be a while yet, but i would love to help. Sorry i have very little coding experience, haven’t done it in 20 years.
Thank you for all the great games. Please keep up the wonderful work.
This looks incredibly fraking good, your games will always have a special place inside my heart, (except for creeper world 2 🙂 that one a little less).
Is this going to be creeper world 4, or something else?
i must say that even though i only came into the series in cw3, im already looking forward to this game. i fell like the fabs are a good direction to add a bit of complexity but at the same time not make it too much of a learning curve. i dont know why but this game kinda reminds my of supreme commander of sorts.
one question i do have is if cw4 would have the generators of cw3? there were maps in cw3 that i couldnt have survived without them…
I would assume you’ve noticed this in your testing but as a note, you weren’t exceeding your production capacity for Bluite/Redium. In the previous video the fabs were waiting until they had produced the before request new packets, and your fix for that issue was to allow them to be sent enough materials to produce ten times before halting requests.
You consistently had 20 Bluite and Redium en route, and your Fabs were seeing “oh, we have ten times the packets we need on the way” and halting requests.
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