74 Responses

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  1. Fisherck
    Fisherck July 26, 2010 at 8:11 pm |

    This may seem small, but not all of the beacon’s red bar (health or energy?) are full. Is there a reason why?

    And can the Assult Ship be dammaged (I see it has a health bar)?Is the only way it could be by the Creeper rising up to it, or are there other ways…

  2. Mare
    Mare July 26, 2010 at 8:56 pm |

    This looks Awesome!! By the way, I have no clue what beacons are, are they like relays, or are they totally different from relays.

  3. Kamron3
    Kamron3 July 26, 2010 at 9:43 pm |

    Is this underground now…?

    1. Twi
      Twi July 27, 2010 at 2:59 am |

      As if we didn’t know that months ago?

      1. Kamron3
        Kamron3 July 27, 2010 at 8:00 pm |

        I haven’t been reading the blog posts.

  4. Karsten75
    Karsten75 July 27, 2010 at 12:11 am |

    I’m going to miss all the networking stuff… 🙁

  5. ontheworld
    ontheworld July 27, 2010 at 4:28 am |

    how long is a level gonna take at this size?

  6. Twi
    Twi July 27, 2010 at 9:45 am |

    On a more positive note, I’m looking at it, and it looks pretty interesting. Personally, I don’t like the look of the Blaster and especially the Assault Ship, but that’s just me. Beacon is good, Collector looks a little weird, but acceptably so. Repulsor was okay, couldn’t really tell much, Launcher looked suspiciously like a recolored SAM, but it’s still good.

    Speaking of collectors, I notice that the collection radius isn’t as square as it was in CW- it’s almost a diamond. I sense that this could make my optimized collector farm a little more difficult to optimize. Squares stack up a lot better than diamonds, or anything else for that matter. It’d be nice if those edges were flattened like with the collection radius in Cw.

    On a different note, I highly recommend you make sure your tunnel has some extra space at the bottom before you get into that cave. You know, to slow down the Creeper a little.

  7. mthw2vc
    mthw2vc July 27, 2010 at 12:37 pm |

    If I may ask, how exactly are you simulating gravity? I can think of several ways to do this. Are you simulating heat flow across a surface that would be moving down in the background, modifying vertical conductivity, and if not, what exactly? That creeperfall looks nice, though, so whatever it is you’re doing, it seems to be working.

  8. kgobo
    kgobo July 27, 2010 at 3:46 pm |

    Do you have some idea when the game might be finished?

  9. Karsten75
    Karsten75 July 28, 2010 at 1:05 am |

    I’m probably over-thinking this and underestimating the CW community’s inventiveness, but in CW people made a lot of maps that was only tangentially related to surface maps – pictures, maps, stories, whatever.

    Do you think that perhaps the fact that this is all vertical might inhibit that?

  10. F0R
    F0R July 28, 2010 at 1:58 am |

    The game is based underground. But if you think about it its just like Cw1 except on a different angle

  11. UpperKEES
    UpperKEES July 28, 2010 at 12:33 pm |

    I like everything I see and read! I could ask a lot of questions, but I’ve decided to just wait and see what you’ll be writing in your future blogs.

    One thing I’d like to ask however is something related to what Karsten also mentioned: could you please make the textures of the various terrain types customizable? They look great, but I’d love to make maps that look different than underground mining shafts, so it would be nice if I can apply other themes as well.

  12. TTopHat
    TTopHat July 28, 2010 at 3:26 pm |

    I notice that the collectors only work on ground that is still solid, which is quite interesting. Good of you to come up with a reason to not mine out the entire cave…

    Also, I would imagine that fighting up a creeper waterfall would prove to be quite difficult…

    Now, a question: In CW1, the density of creeper was mostly just how high/deep it went, and now that we’re in a side view, it seems a bit odd that there would still be that density factor. I know that the creeper is coded mostly the same this time (I think…I couldn’t quite understand what you were saying up there), but how will the density of the creeper act in CW2?

  13. kgobo
    kgobo July 28, 2010 at 5:35 pm |

    Are there still the bars for collection, depletion and deficit?

  14. Blaze
    Blaze July 28, 2010 at 10:04 pm |

    Just make a tutorial map and explain everything in that map.

    Everyone would have to play it to learn what everything is.
    But don’t give away everything, leave some stuff for us to find out that hard way.

  15. slavadubrov
    slavadubrov July 29, 2010 at 7:56 am |

    it was very interesting to read knucklecracker.com
    I want to quote your post in my blog. It can?
    And you et an account on Twitter?

  16. Blaze
    Blaze July 29, 2010 at 9:13 pm |

    Hey, Can the creeper also dig?

  17. Fisherck
    Fisherck July 31, 2010 at 9:43 am |

    Will the Assult Ship have a maximum energy output like Odin City?

    I see that military units like repulsers and blasters do not need ground below them while units like beacons and collectors need to be anchored down onto ground. Is there a type of ground (yet) that units like collectors and beacons cannot anchor down onto wether it is because it is to soft or to hard?

  18. Blaze
    Blaze July 31, 2010 at 11:57 am |

    What if we dig under some ground, will it float?
    Or will it fall down and destroy anything under it like a cave-in?

  19. shroomdog27
    shroomdog27 July 31, 2010 at 12:17 pm |

    Considering it’s an assault ship if something were to happen, that the creeper got to the surface it the ship attack the creeper?

  20. ontheworld
    ontheworld July 31, 2010 at 4:25 pm |

    how fast does the creeper that went over the ridge go down? i mean, kinda rushy since there is nothing or does it sorta stick to the wall at the back?

  21. Keldor
    Keldor July 31, 2010 at 10:13 pm |

    Hmm – at first I thought that undiggable rock was actually some sort of cracked earth – perhaps porous enough for creeper to flow through, while still providing a barrier for buildings/projectiles. That could be interesting, actually, especially if the porous rock could also be undiggable – it would let you have creeper emitters that can only be destroyed by friendly creeper, for one thing…

  22. ontheworld
    ontheworld August 1, 2010 at 12:21 pm |

    wow, i just realised that a month back from the post date of this blog you were still searching for a possible replacement for adobe air and now you have a big part of the game done.

    1. Blaze
      Blaze August 1, 2010 at 11:21 pm |

      Yeah, you can count on him to make huge progress in a little amount of time.

  23. shroomdog27
    shroomdog27 August 2, 2010 at 10:18 am |

    When this post first came out, I thought he was only 10% complete or something like that. Now he is like…well, who knows what!

  24. ontheworld
    ontheworld August 2, 2010 at 3:59 pm |

    next thing to tell about: friendly creeper! i mean, really, you talk about it evrywhere but we don’t know anything about it besides from the part where it is creeper, and it fights other creeper. i’m not even sure if friendly creeper would kill your buildings!

  25. Sauffaus
    Sauffaus August 3, 2010 at 1:32 am |

    Hi Virgil

    This looks very interesting, but it raises a couple of questions in my mind:

    1) One important aspect of CW1 is the players ability to build a complex working infrastructure, your “base”. Which is very appealing to me as a gamer. I simply love building a city, tweaking and optimizing its performance, and watching it doing its work, when nothing else is going on. Let us call this “the tower defense aspect”.
    When I look at your screenshots of CW2, I get the feeling, that this aspect is more or less gone. Is that true?

    2) As you know, I love making custom maps for CW1… In CW2, it looks like the map IS the terrain, which is made up of removable game-tiles… wouldn’t that make the custom-map-creator more or less a game of drag-n-drop, effectively degrading the background-image to just an image.
    As far as I can tell, the background image will only show thru the map, when a specific tile has been digged.
    Are you planning to release a map-generator, and are you aware of possible “shortcomings” of this game design in that department?

  26. Blaze
    Blaze August 3, 2010 at 10:20 pm |

    You should make it so that collectors send out raw energy to the assault ship before you can use it.

    It’d be neat.

  27. Danielm
    Danielm August 4, 2010 at 4:07 am |

    This just keeps on getting better and better!
    Just a couple of things (heh):

    1. Maybe its just because I’ve been playing CW1 for a long time and have gotten used to it but I seem to like the graphics of the 1st one better. The blasters and the home base ‘assault ship’ just look a bit… I don’t know weird? It just looks like you have tried to make the graphics a bit more detailed but it just doesn’t look right, I guess I prefer the simpler graphics. Though I’m not trying to by mean or anything, it does look great!

    2. With the tunnels, when you first start a map the scroll bar will be just sitting there to tempt you into looking what’s beneath (am I right? :P). But possibly to enhance game play, do you think you could make it so you can only see down so far until you need to build more units further down to ‘reveal’ more of the map further down? Sort of like a ‘fog of war’ kinda thing.

    3. When you dig further and further down will the ground be any harder to dig through (use more energy) thus making it seem more compact. While I am on the topic of ground, will the creeper be able to eat away at the ground? Or is it just there for you to remove manually?

    4. Finally when you dig out the ground beneath you like really far down or something, will there ever be some kind of earthquake were the ground will cave in on your units? Though I guess this will cause some problems later on, that would be a cool element, where if you dig down to far or just dig away too much of the ground it can become unstable and you have to build these kind of supports?? With this you could time it right to close off some massively open areas which the creeper could flow through that you don’t want it to. That would really add a lot of strategy to the game.

    Woah ok, that’s all (for now 😉 ) Thanks in advance!

  28. ontheworld
    ontheworld August 6, 2010 at 1:13 pm |

    i still kinda hate that background above the play area where the assault ship hovers… it just doesn’t seem to fit in

  29. danable24
    danable24 August 7, 2010 at 11:36 pm |

    1. will htere be a minimap for this game that could show the battles goin on.. cause at how zoomed in the screen is it would cause dif. for people who attack multiple creeper spots at once
    2.if there is couild it zoom in on a miniscreen so u can view and control multiple things at once
    if so it would be cool

  30. danable24
    danable24 August 7, 2010 at 11:47 pm |

    will u ever do a screenshot in the blog for the “new enemy” uve been hinting at for like the past few months or is it gonna be another hidden thing that we have to find and learn to kill?

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