95 Responses

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  1. kgobo
    kgobo August 8, 2010 at 7:04 pm |

    Do micro-rifts cost any energy after you build them?

  2. mthw2vc
    mthw2vc August 8, 2010 at 7:32 pm |

    Ah, excellent! However, a few questions still remain.

    Can creeper flow through these or is it simply destroyed on contact with hostile creeper? I can just picture myself making a dense chamber of “friendly” creeper and opening a microrift right next to the enemy to quickly overwhelm it…

    If the answer to the above question is yes, can these microrifts be destroyed? I can imagine someone opening a very highly pressurized chamber of creeper unprepared and destroying any nearby microrifts before the creeper can get to them and avoiding anything else being destroyed…

    Can microrifts be created that go into enclosed spaces (provided of course that said space has no hostile creeper in it)? Such a trick would be useful in a situation where you need to fight uphill…

  3. Twi
    Twi August 8, 2010 at 9:04 pm |

    Sadly, I totally figured this out long before the post. Nonetheless, Micro-Rifts are a very good idea and offer some intruiging possibilities, especially in map editor…

  4. Blaze
    Blaze August 8, 2010 at 11:19 pm |

    You just think of all the neatest things.
    Now I really can’t wait for the game to be done.

  5. THEPENGUIN
    THEPENGUIN August 9, 2010 at 6:47 am |

    how are micro-rifts created?

  6. THEPENGUIN
    THEPENGUIN August 9, 2010 at 8:31 am |

    is this one of the game levels?

  7. Twi
    Twi August 9, 2010 at 9:37 am |

    Hold on a moment. Why is it that the energy says 48 out of 50? In the last screen shot, your energy level was out of 10. I don’t see any storage type buildings. I assume that you needed the higher energy levels for the micro-rifts, but how did you get it up there?

    Also, you seem to be farming some Ore.

  8. kgobo
    kgobo August 9, 2010 at 3:51 pm |

    In the editor will you be able to change the size of the area?

  9. kgobo
    kgobo August 9, 2010 at 7:09 pm |

    Is there going to be multiplayer?

  10. Karsten75
    Karsten75 August 10, 2010 at 2:29 am |

    Just a bunch of observations as I read, and one idea that floated into my mind (I’m putting it here, since it seems you’re too busy to read the forum suggestions :))

    Rift travel: Someone once likened it to traveling along a piece of fabric – you can either follow the fabric or fold the fabric, bringing the origin and destination points together.

    Scalable reach: The reason both Napoleon and Hitler were unable to invade Russia. 🙂 Distances become too long. The invading supply lines stretch longer and longer and breaks down during the harsh Russian winters.

    Suggestion: Halfzonium. Seriously. You know how you have indestructible crazonium walls in CW1? Well, I was playing and I thought that if both sides had creeper, then it should (might?) be possible to break down a halfzonium wall if there is creeper (friendly or enemy) on both sides of the wall, but only if it is on both sides, since that probably indicates that you own that area anyway. Does away with a lot of the ugly maps we have in CW1 and if the builder insists, they can “insulate” the wall by leaving a space in the middle. 🙂

  11. Karsten75
    Karsten75 August 10, 2010 at 2:31 am |


    Karsten75:

    Suggestion: Halfzonium. Seriously. You know how you have indestructible crazonium walls in CW1? Well, I was playing and I thought that if both sides had creeper, then it should (might?) be possible to break down a halfzonium wall if there is creeper (friendly or enemy) on both sides of the wall, but only if it is on both sides,

    Clarification. It should be the same type of creeper on both sides. If you have friendly on one side and enemy on the other, it does NOT break down.

  12. UpperKEES
    UpperKEES August 10, 2010 at 7:59 am |

    I still love everything I see and I am more and more convinced this will be a completely different game than CW1 (which is very good).

    Looking at your screenshots I can imagine that it won’t be possible any more to stack units/emitters and such, is that right? Will there be an option for map makers to increase the amount of enemy creeper over time to postpone the ‘turning point’ of a map?

  13. Twi
    Twi August 10, 2010 at 9:55 am |

    Wait a second…
    These Micro-rifts have a minimum distance from each other? What would be the point of that?

  14. Blaze
    Blaze August 10, 2010 at 11:07 pm |

    I will SO make a map that makes you deal with super-massively dense creeper that slowly eats it’s way towards you and to save yourself You’ll have to construct the new ultimate weapon… >:)

  15. Echo51
    Echo51 August 11, 2010 at 10:13 am |

    How big is the game as it is now, and how big do you estimate it to become?

  16. kgobo
    kgobo August 11, 2010 at 12:46 pm |

    Have you thought about having more than one line for the story?

  17. Sauffaus
    Sauffaus August 11, 2010 at 3:54 pm |

    As a graphics-enthusiast, I would love to be able to modify the pixels of both units and terrain-tiles in the map-editor.
    Will that be possible?.. and if so… could the editor possibly be setup to handle 36bit-images (rgba) like png with alpha ?… you know, transparency could do wonders for the visual possibilities 🙂

    1. UpperKEES
      UpperKEES August 11, 2010 at 4:38 pm |

      I asked for something similar and Virgil replied here:

      http://knucklecracker.com/blog/index.php/2010/06/cw-2-more-considerations/#comment-59

  18. Blaze
    Blaze August 11, 2010 at 6:13 pm |

    For the multiple endings, once you beat it, no matter the ending you get, all paths will be shown and can be played one at a time to see them all.

  19. David
    David August 13, 2010 at 11:36 am |

    Micro-rifts is an awesome idea! 🙂

    Since packets travel through rifts, it would be logical if rockets and laser beams could too. Laser beams could fire at creeper through a rift provided the beam travels in a straight line.
    Now imagine a rocket launcher very close to a rift. In addition to its normal range, a rocket could go through the rift and target creeper nearby another rift. Now imagine if a player builds a lot of launchers close to a rift. Every other rift is an extension of that pack of launchers! Thus you could have a very large armada of launchers that fire though several rifts out of a single rift on the front lines. That makes for an interesting computational challenge 😉 (and possibly a completely unbalanced game)
    (or you could just say that the available weaponry isn’t sophisticated enough to target through creeper)

    Someone suggested that each object that passes through a rift does cost some energy. I suggest that each *large* object (buildings for example) pays a part of its weight or volume (building cost) when passing through.
    Or rifts cost exponentially more energy to build the more you have. Or their cost is determined by the proximity to other rifts. (they disturb each others gravitational field?)

  20. Fisherck
    Fisherck August 14, 2010 at 3:05 pm |

    You have said already that there are five terrain types:
    -Easily dug
    -Moderate to dig
    -Hard to dig
    -Can’t dig
    -Easy to dig and evil creeper will destroy it.

    You also said bad Creeper can “dig” through cracked earth. But I see two types of cracked earth, one slightly different then the other. One type of this cracked earth has only two examples in the picture and can be distinguished by the dark splotches on it. Is it different than the other type, or am I just seeing things?

    I also think that micro rifts should cost more the more you build, as that would keep a limit on the amount you can build while making rifts in the beginning will not be hampered because of it being too exspensive.

    The cavern of Creeper on the bottom left is completely surrounded except for a corner, next to where the blaster is traveling to. Shouldn’t the Creeper be able to get through that?

    As for layout, it is looking very good. I especially like the look of the indestructable terrain, ore, collectors and of course, the micro rifts.

  21. Fisherck
    Fisherck August 14, 2010 at 6:01 pm |

    I am sorry, but I meant bottom RIGHT, not bottom left. In the pocket of Creeper, at the top of it, there is a corner that is exposed. Shouldn’t the Creeper be able to push oout of that into the tunnel


    virgilw:
    The creeper on the bottom left has just been shot at by the blaster sitting on the ledge. If you look carefully, you will see a little blue mist that is almost faded out.
    P>

  22. Fisherck
    Fisherck August 14, 2010 at 9:01 pm |

    A more connected terrain segment would definitely help me. In CW1, the Creeper could flow through diagonally oriented terrain pieces so it might confuse veterans as well as people new to Creeper World a little bit. Plus, I think it would look a little better. ; )

  23. thepenguin
    thepenguin August 15, 2010 at 9:02 am |

    What about 0 intensity emitters??

  24. thepenguin
    thepenguin August 15, 2010 at 11:07 am |

    ok, what about double down?

  25. natedog
    natedog August 15, 2010 at 6:51 pm |

    I love your game and your blog. I can’t wait for the next post!

  26. Blaze
    Blaze August 16, 2010 at 11:49 am |

    Maybe you can make it so that the mist will flow on top of the creeper and not go through walls?

  27. Twi
    Twi August 16, 2010 at 3:20 pm |


    natedog:

    I can’t wait for the next post!

    This.

  28. Echo51
    Echo51 August 17, 2010 at 6:40 am |

    We heard the different terrain levels now, what about the ore levels? is that not decide on fully, or ?

  29. kgobo
    kgobo August 18, 2010 at 11:56 am |

    Is there going to be a tec tree or is it going to be the same kind of upgrades as last game.

  30. sayaks
    sayaks August 18, 2010 at 3:35 pm |

    What about spores? Will there be some spore like enemy that comes out of the ground?

  31. Blaze
    Blaze August 18, 2010 at 10:38 pm |

    Will there be a beta?
    Like can we-the loyal players of CW who have paid-get to try a beta?

    Or are you going to do everything alone still?

  32. Echo51
    Echo51 August 21, 2010 at 4:28 am |

    Have any plans to make a Android build of CW2? Adobe Is working on improving it, but it might need a major GUI rework to fit the tiny screens..

  33. sayaks
    sayaks August 24, 2010 at 1:35 pm |

    Will you choose random people from the community to be on the beta? or do we have to make a request or something?

  34. The Creep Destroyer
    The Creep Destroyer August 26, 2010 at 5:05 pm |

    I’ got a cool thought could you set it up so we can make a Top map, like CW 1 can and then after we Clear creep out of a landing zone, we go down and destroy the Creeper. As in we have 2 Part maps. It’d be nice to have Map editor wise 😛 Also looks amazing so far.

  35. Cool12309
    Cool12309 September 8, 2010 at 4:10 pm |

    I love CW, virgil! I can’t wait for CW2, and I hope I can be in the beta!

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