A giant multi-front challenge with a custom unit kicker.
Oof. I don’t have time to watch this on my break 😅
Can’t wait to get home and see what all is going on here.
Hell I’m down for the alpha that’s ready. I’m ready to pay for the alpha lol
Love the new video.
One thing I don’t get is all the creeper dying off when the totems are activated. Doesnt seem to fit with the lore.
I enjoy seeing your facial responses when you realize you’ve neglected to do something. It’s like you’re a normal player! 🙂 . Great update, sir, thank you very much!
55 minutes?? Oh Virgil you’re spoiling us 😛
While I’m really digging this, I am concerned with the maximum frame rate I’ll be able to get. Even Particle Fleet gets around 30fps on larger maps with my Nvidia 1080ti. With something like this I really am wondering how it’ll come out. What are the specs for full 60fps gameplay?
The recommended specs are listed on the Steam page. You’re probably being limited by your CPU more than video card, if I had to guess.
Requires a 64-bit processor and operating system
OS: Windows 10 or later
Processor: Quad Core 3Ghz
Memory: 8 GB RAM
DirectX: Version 11
Storage: 4 GB available space
Looks better and better with every update!
One thing that I would like to remark on – and of course that just my subjective opinion:
I’m not entirely sold on the idea of spores hitting random, often barren areas of the map (instead of always targeting the player’s units or structures, as in the games before). It sounds reasonable in theory, but it does indeed compel you to keep a stock of mobile units (minute men, as you called them) available at all times, and moving them around with every spore attack. I could see this become somewhat of a bore and an annoyance after having to do that on every mission after a while.
May just be me of course, thought I’d mention it anyway. 🙂
Thank you for the update video!
I actually like this because of the difficulty increase. I suppose one solution that would get the best of both worlds is a target option on spores (eg random, infrastructure, military) Also, theoretically you dont need minutemen as long as you have the entire area covered with rockets.
What would have happened if the Chrono unit moved away while units were in the denier area? Just curious, thanks.
Cool! The way that there were multiple possibilities for supplying the forward base (microrifts, porters, ERNed pylon) was kinda representative to me of one of the great things about Creeper World.
I couldn’t help thinking though at a number of points, like when the nullification of the denier was somewhat anticlimactic and when you reached a point where you could nullify a spore launcher and didn’t bother to do so, that in CW3 for example, the continuous march forward that is otherwise only punctuated by negative events (a spore got through, etc.) was also punctuated by satisfying victories in the form of successful nullifications, which were psychologically really meaningful because of the fact that they meant that you no longer had to allocate any space in your brain to worry about them, even subconsciously, as well as being militarily meaningful because of how each one provided a power zone, helping success snowball into more success, making it so that as you finish the hard part and start to feel like “I’m ready to be done with this map”, your progress accelerates.
In contrast, non-destroying nullifiers simply transition you from (for example, in the case of a denier) a “I need to keep the chronats in this area permanently supplied and defended” state to a “I need to keep the nullifier in this area permanently supplied and defended” state, which is not completely meaningless from a quantitative standpoint but doesn’t really change anything qualitatively or psychologically.
That is, until a spore destroys the emitter and EVERYTHING changes!
Yeah, one slip-up and you can lose whole progress on a map, if you lose a wrong pylon and all nullifiers become unpowered.
Looking really good! It looked like there were 3 air units, but you only used 2. What was the third?
Keep up the great work!
I’m not a fan that you cannot continue the mission after you ‘win’ the map. I always like to completely nullify every single emitter and spore tower on the map. Is that going to be an option?
I didn’t realize until I read this, but I would totally want that option as well. And/or a lore-based explanation of why the Creeper magically vanishes and emitters stop spawning more when the totems are activated.
Save the trees Virgil! Save the Trees!!!!!
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