Currently I have these three things implemented/planned as ways to extend the core ‘creeper game’ concept:
- Resources: CW had one very important resource: Energy. In game 2 I am considering a second resource. Specifically, you would need certain amounts of this resource in order to build certain units and you would also need this resource to produce ‘friendly’ creeper. This resource would only come from fixed locations on the map. So you would have to fight your way (sometimes) to get access to more of this resource.
- Terrain: Terrain modification (as I have previously mentioned) is key in game 2. Packets no longer need pathways to move around on. However, they do need tunnels and caverns to move through. This means that digging out the earth is required to get places. Specifically, you are trying to reach creeper emitters buried deep in the ground. So you have to go spelunking to get to them. This introduces an interesting choice for the player. The more you dig the more places you can reach and the more room you have to build things. However, in the process you eliminate the ground…. which is the source that your collectors gather energy from. I’ve yet to decide if if this is a good or bad thing for game play…. more later.
- Upgrades: I really like the idea of a point based upgrade system. You get upgrade points by digging up certain artifacts but you can also get points by building ‘research pods’ that produce points over time. This affects your early game strategy. In CW you basically only have to decide what energy to invest in building vs weaponry. In game 2 you will have to decide between building/digging/weaponry/technology investment.