More stuff, more changes. Discord discussion: https://discord.gg/knucklecracker.
Awesome as always! The vines are a lot more cool when you see them in action!
Everything is looking good! Will there be options to have vines that target/don’t target units, and can some vine roots spawn more than one vine?
Do you mean that the vine grows like a tree?
Currently vines can target randomly or at some player structure. I expect some additional smarts will be added.
Say would the stashes work with anti creeper as they would normal creeper, that would be cool but a bit op as well.
That might be an option I add… easy enough to do.
It looks amazing!
Not sure about the single fab model, there’s usually not many structures near your base anyway.
Really like the new enemies, just wondering, can a single structure be set to do multiple things? I like the emitters do everything model, but I also like the one shown in this video, so can an emitter also be set to act as a skimmer nest, or even to occasionally spawn vines? (would this be a cprl thing?)
Just how much customization is there? Can enemies be set to target coordinates on the map instead of your/enemy structures? Can airsacs be set to throw shards? (speaking of which, do you have any plans on how to deal with shards? they seemed to be a larger problem then the piles of creeper deposited by skimmers)
I’m sorry for all the questions, but they’re only because I’m so interested in the game. You are one of the only developers that I actively hunt for news from. (The other ones aren’t nearly as nice about giving so much of it out, though)
i aggree with everything said here. i couldn’t say it better
I imagine you could put structures on top of each other, thought that raises the question of how many structures can a nullifier nullify in their range, one or many?
There are often structures near your base in CW3: reactors, air units, berthas, forge. Still, I get what you mean.
A lot of the variation will come from rpl scripting. So out of the box I likely won’t have an emitter that can do ‘everything’. But anyone could make a custom unit that is an emitter and also one or more other things.
I see someone forgot all about cutting the vine from the wall 🙂
Yeah, no battle plan survives contact with the enemy 🙂 I decided it was better to just leave the vine alone and go straight for the source (since I had made the mission pretty easy for video making sake).
Interesting system with vines, basically an offensive digitalis. Still very predictable, so I wonder if you or some CRPL wizards will make a vine that tries to regrow from further back after a period of constant cannon fire. Also noticed it works with Anticreeper like in CW3, which might be interesting.
Will map makers be able to set the flow rate of the creeper? I imagine yes, but just putting this concern out there.
The stashes remind me of the “black hole” you had in video 2 of Particle Fleet development. Interesting to see them as a discrete unit. In general, the creeper seems to have more offensive units up its sleeve.
Would you mind telling us what’s next on your agenda, or do you just work on whatever inspiration gives you?
If you ever do include offensive air units for the player, it would be interesting to see some sort of threats or other use for them. In CW3, their only limitation were Air Exclusion Fields, a non-threatining yet complete denial of effect. It would be interesting to see something like the Sleeper Beam, which would destroy them. However, if that is done, some sort of auto-rebuild for the air units would be nice, kind of like when guppies got destroyed by regular creeper. In addition, dogfights might be interesting, though it might undermine the threat of spores and air sacs, or the importance of missile launchers.
There will likely be some control over the flow rate by scripters. It’s already something I have been tweaking. There will also be units within the game that alter it (the vines already do) and some other upcoming unit(s) may do similar.
For what is next, I have a another non-player unit I need to finish up (may or may not work out). After that I will likely explore some more player unit mechanics. Terraforming is also something that I need to look at soon.
Have you ever considered terrain modification? Specifcally i saw how the mortars really pelted that canyon wall and the thought of it lowering as it took damage came into my head.
Is this game free? I’m running out of pirated games lol and it looks interesting, but I can’t find a download link? 🙁
BTW I found your game by a random “recommended” video. Often I find unrelated videos annoying but sometimes it can be useful. I found the concept unique and cool, and watched all your videos.
The game isn’t free, but they all have demos and you can play levels online. The names of the online games are:
Creeper World: Training Sim
Creeper World: User Space
Creeper World: Evermore
Creeper World 2: Academy
Creeper World 3: Abraxis
If you like what you see, please support the developer and buy the games.
THIS game is just entering alpha and only 2 people have access to it. the other games can be found on this site, steam, or free versions on sites like kongregate and armor games. and pirated games 🙁 these games are cheap enough.
The game is not out, and is still in development stages, and will be so for a long while still.
*This* game is still in development. The previous games are paid for but there are free demos and flash versions with different content.
Nice video, I come here multiple times a week to see if there are any news. I really like the direction this is going.
I kind of liked more when blobs and striders (or whatever is the name) could only born imersed in creeper, because it felt more like it belonged to the creeper, but I can see how the current model gives more flexibility and map diversity.
I have played the whole creeper world series so far and I hope the game play pattern can be changed a ton. For any experienced player, it becomes more about oneshotting new maps as efficiently as possible than anything else. I know a ton of people hated the clock mission of Farbor, but I feel some growing threat mechanism will be necessary to make the game a challenge.
I just want more to be done than be like, ok I know the static nature of the enemy. I can set up my defensive line here and snooze through the map. I want to be like, how do I possibly deal with this growing threat? I need to mobilize and act fast. Figure out what I can do to survive and push back. Perhaps people just want the choose a defensive line, build defenses and casually plow through the creeper wall experience and I understand if you want to build the game for that. Would be amazing if you could make the creeper evolving as part of the core game though instead of relying on a limited selection of custom maps that I imagine take a ton of work to do. I want to see the creeper build more emitters and other structures, or perhaps grow powerful biological components.
The vets have faced the same enemy over and over and over in an extremely wide variety of situations. Would be amazing lore wise to see that the creeper has changed dramatically over the eons and evolves to be stronger after each extermination attempt. Less there were bigger blobs of Creeper than the last time, so humanity lost. The work you do is fantastic and I wish you the best of luck in Creeper World 4. I do not expect changes to be made specifically for me and I know you have to build the game to satisfy as many people as possible.
I agree, and felt like the vine was suggestive of some interesting ‘reactive’ possibilities. It’s the things like the vines/digitalis that DON’T have very good counter-measures and that are also unpredictable that make for the most exciting situations. What’s tricky about this request is that part of the magic of CW is that everything _is_ predictable. It’s hard to imagine a CW game that has all the things that makes CW special that is also unpredictable and ALSO has emergent gameplay ie is not highly reliant on very carefully planned custom maps to create challenging scenarios.
I too would like to see a creeper with great intelligence / responsiveness. That doesn’t seem at all easy to pull off.
Gradually accelerating emitters might create another kind of time pressure,
Is there any thought of allowing the factory or some other building to convert the 3 different resources between each other, at a reduced rate? Or even a way to “synthesize” them out of energy, even if it is a lot of energy? In particular being able to create additional anti-creeper or the blue resource required to make it?
Always love your games, I’ve played all of them! 🙂
part of the wares economies purpose is to limit what can be built. say a mapmaker wants there to be no AC just put no bluite on the map. so i doubt there will be a way.
looks like it’s almost time for some flying shooters and infinite range artillery, or something just as good to minimize staleness.
other than that, it’s nice to see things coming together as well as they are. I especially love your attention to custom inputs.
I can’t help but feel like the Pylon and Tower should have their names reversed. In my head “Tower” feels like the bigger structure.
Google image search “pylon”
Say, I really like what I see here, your forth installment this the CW series os coming along nicely.
Will There be a custom language for building custom units and game mechanics like CRPL in CW3? Because a game mechanic like this that allows you to modifiy the game mechanics adds a massive amount of replay value to the game, (along with the fact that you can upload your custom maps for others to play)
Also, what kind of AI will be added to the game? Because what makes a game like this fun is not overpowered enemies like a 2000 creeper per 1/30 second emmiter, what makes this kind of game fun is enemies with weapons and stats comparable to the player’s and that said enemies are smart, that don’t just bluntly rush the player. Like the Sleeper Units from CW3
Keep Up The Great Work virgilw, Your Work Is Always Amazing
Looking great. I love the vines, like a more organic and creeping digitalis.
Slow and steady wins the race. Glad to see your progress.
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