118 Responses

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  1. Karsten75
    Karsten75 October 2, 2010 at 7:10 pm |

    Great video. Just posting to get “first post” dibs! 🙂

    1. Twi
      Twi October 2, 2010 at 7:16 pm |

      D:

      Curses! Foiled again!

  2. Twi
    Twi October 2, 2010 at 7:11 pm |

    Fields are officially the best thing in the history of Creeper World.
    After Creeper.

    Also, cool video is cool.

  3. Theral
    Theral October 2, 2010 at 7:20 pm |

    Awesome video. Makes we really want the game, but makes me even more want the editor! I pretty much liked the “stalagtites-behaviour” with these invisible fields. Really awesome.
    Any idea when you’ll reach the final status? 😀

  4. betadata
    betadata October 2, 2010 at 7:20 pm |

    WOW you have been busy I like the efforts so far. Sign me up for pre order. 🙂 The effort you put into the editor will help the game tremendously allowing an average skilled person to produce maps extending the life of creeper nation.

  5. F0R
    F0R October 2, 2010 at 7:22 pm |

    Nice job now to get a paypal account

  6. thepenguin
    thepenguin October 2, 2010 at 7:24 pm |

    thepenguin likes it a lot!!

  7. Twi
    Twi October 2, 2010 at 7:40 pm |

    On a different note, I has an idea:

    Fields that are pushed around by Creeper. Possibly attached to solid objects somehow, but that would probably make for some interesting devices (for example, blowing the top off of a volcano, then the bits and pieces come raining down on you; or just corking the Creeper ‘bottle’ without destroying the cork). I could sense some problems involving that and collision, though.

    But just think: Deposition at work!

    Also, I like the constraining fields, but I don’t get how they work. For one thing, they’re blue, and the normal field lines are red. >_>

    Also, I have a question and another idea.

    The question: Is ‘drip mode’ the ‘drag’ capability?

    The idea: Again, liquid-powered energy devices.

    Idea with this is you put Creeper in (probably friendly only, evil makes it go boom unless it uses fields somehow) and it generates power. It should generate a relatively large amount of power, but also be much more expensive than a Reactor.

    As a matter of fact, since Creeper acts a bit more like a fluid (main question: if it’s flowing through a confined space, does it speed up, as opposed to a wider tunnel?) what with pressure and all, hydraulic systems could make for an interesting ‘puzzle’ aspect.

  8. Cool12309
    Cool12309 October 2, 2010 at 9:02 pm |

    Dude, thanks for that teaser! At first I thought “Meh, it look’s kinda good but I don’t know” but now I am thinking “Whoa. I need to get the Beta! NOW!”

    Emphasize on the “get the Beta! NOW!”

  9. Karsten75
    Karsten75 October 2, 2010 at 9:02 pm |

    Demo d5 – the stalactites. How is that different than the creeper falling down under “normal rules of gravity? Is it merely that the creeper is dripping as opposed to flowing in a stream? Also perhaps not “contaminating: the entire cave on the way down, so more like water droplets than vapor?

  10. Mare
    Mare October 2, 2010 at 9:44 pm |

    YOU ARE AWESOME!!! I CAN’T WAIT TO PLAY THE GAME, IT LOOKS SO COOL!!!

  11. cainthegreatdane
    cainthegreatdane October 2, 2010 at 10:36 pm |

    So if you had lets say a very strong creeper, and a 0 time field, even with inpenitrable terrain, it will get out, and at a high rate. If by chance you were to give two or even three of these feilds the creeper would transfer from point A fall or rise depending on field orientation and fall through the second field to point B.
    Obviously trying to stop creeper from getting to you will be hard to avoid like in CW1 or even harder.
    Also as a gimmie I suppose their will be a 2X speed apllication for levels, keeping track of it all might get hard without stoping for a break. Thank you pause button.

  12. cainthegreatdane
    cainthegreatdane October 2, 2010 at 10:39 pm |

    Another stupid thought, we have creeper that flows like water, fills like gas, so what about solid creeper blocks that have to be destoryed in a specific manner to get to ore, or even continue the game.

  13. Blaze
    Blaze October 2, 2010 at 10:55 pm |

    O.o

    I heard your voice!!!!!

    Also, Really good video, and I really cannot wait for this game now.

  14. djcian
    djcian October 2, 2010 at 11:08 pm |

    man this preview has me psyched for the next game. it just looks absolutely great. the realistic dripping of the creeper from the ceiling is just genius. the only thing that worries me is that invisible field lines will make the creeper unpredictable when it flows into a new area. you don’t know if it will start dripping or flood the cavern and how much time you have if the creeper is heading to your base.

  15. Echo51
    Echo51 October 3, 2010 at 1:01 am |

    Saw first 20 seconds, noticed the length, then paused. I’ll have to watch this later when i actually wake, but from reading the commentaries it must show quite a great deal of gameplay.

  16. Sqaz
    Sqaz October 3, 2010 at 2:07 am |

    This looks great, but at the first and the third map how can you ever win as the Assault ship has to reach the surface before you win.

    And is there any possibility that you could let us place a custom image on the now black place instead of just at the surface?

    1. Sqaz
      Sqaz October 3, 2010 at 2:11 am |

      I meant map d2 and d5.

  17. Echo51
    Echo51 October 3, 2010 at 4:01 am |

    Oh that was just awesome, love the fields aswell.

    One thing that caught my eye though, at 12:45 you mark 2 terrain blocks of same type to be dug out, and the first one gets 3 packets that are spaced a bit, while the second one gets 3 packets that are almost after each other. Is that just a slight kink in the packet emitter or?

  18. mthw2vc
    mthw2vc October 3, 2010 at 7:53 am |

    Hmmm… On the topic of creating a stable set of values for pre-existing creeper, what is the threshold density to be passed before it can flow upward?

    Also, have you considered the possibility of a level taking place on a slope rather than underground?

    And another idea to go along with that, different strengths of gravity, allowing you to weaken it on smaller planets or to make fighting uphill easier when it is first introduced, strengthen it to keep the creeper in dense clods and allow for very powerful geysers, as more creeper can be contained in a small cavity that way. Gravity might also be turned off, or even reversed…

  19. cainthegreatdane
    cainthegreatdane October 3, 2010 at 9:08 am |

    Love the accent, it proves you are not a super genius game maker, but a normal person. A well rounded carachter if you ask me.
    Now I was thinking, it would be posible to create a 1X1 field that could move back and forth with maby two or three of its kind in a row on the game screen so when a packet tried to reach the target it would be diverted, off course but still moving. And it would be the same influence on all units that go through it, making the micro rifts a neccesity at some point.

    1. UpperKEES
      UpperKEES October 4, 2010 at 10:40 pm |

      Hmmm, I’d say: a super genius game maker with an accent. 😉

  20. Fisherck
    Fisherck October 3, 2010 at 9:57 am |

    Very excited after seeing the video. In d2, when you placed the raw creeper in the cavern, it started at 50000, then when you pushed auto advance, it expanded and the density (I think that is what it is) shrunk to about 16000. I have a couple questions from this:

    . In auto advance, does the creeper effect the weak terrain? It does not seem like it in the video.
    .When paused as you were putting down evil creeper, the density was limited to 50000 (what it was already set to), but in auto advance, when you closed the creeper off and put more in, you got it close to 200000. Can increasing the density like this be done only in auto advance?
    .Lastly, just out of curiosity, what is the density limit of the Creeper? You said 200000 was fair but not that dense. I could only imagine what maxed density could do…

    I am more and more impressed by each blog, and only expect that to continue. Thanks for all your hard work!

  21. CrazyStephen
    CrazyStephen October 3, 2010 at 10:24 am |

    An idea would be to make a terrain that has a small tube that creeper can flow through and can be dug. There could be corner pieces, straight pieces, three way pieces, and four way pieces and all can be rotated to all straights and all diagonals.

    Another idea is slope pieces that act like a ramp. They can be three ways. They are barely steep, steep, and very steep.

  22. Karsten75
    Karsten75 October 3, 2010 at 10:37 am |

    Field question again.

    If you have a pool of creeper (use for instance the 2nd example of a “gusher” and you define a field to “pump” the creeper out of the hole.

    1. Does it eventually deplete the creeper and become inactive? I’d guess so, but I can’t figure out as yet if creeper that you paint is finite or finds a way to grow once exposed to air or something else.

    2. Does any part of the force of the eruption takes into consideration the amount of remaining creeper? In other words, if the reservoir of creeper becomes depleted, d the eruptions diminish in strength?

  23. Tweets that mention Creeper World 2 Dev Video #1 -- Topsy.com

    […] This post was mentioned on Twitter by Sander van der Vegte, Knuckle Cracker. Knuckle Cracker said: Creeper World 2 dev video #1 is live: http://goo.gl/azMR […]

  24. Twi
    Twi October 3, 2010 at 11:32 am |

    I just had a thought.
    What happens if two fields are pushing towards the same spot? Does the Creeper simply get constrained like with the stalactite thing?

  25. ontheworld
    ontheworld October 3, 2010 at 2:52 pm |

    so what is the CW1 deepness/CW2 density ratio?

  26. ontheworld
    ontheworld October 3, 2010 at 3:24 pm |

    also the blasters seem to shoot a lot slower… is that true or am i starting to get crazy?

  27. Cool12309
    Cool12309 October 3, 2010 at 5:34 pm |

    I have a question,

    When you were building(d6), I noticed it had those blue circles. In the real game, since it takes more than 1 packet to build, is there any way to see the progress it has made like CW1?

  28. kgobo
    kgobo October 3, 2010 at 5:36 pm |

    Can you make the drag fields move to random places? Like if you want a volcano to erupt and have creeper rain down randomly on the map,

  29. Blaze
    Blaze October 3, 2010 at 11:24 pm |

    Question, if you have it “drip” up into the sky, will it drop it off and then the contained creeper fall down and stretch out and fall into a different spot every time?

    If so, then that could be your random.

  30. Nate Dog
    Nate Dog October 3, 2010 at 11:37 pm |

    I’m not a programmer, nor do I pretend to know much about it, but is there any way you could allow the Mac “two-finger touch to scroll” to work in the levels? If so, that would be very great!

  31. LanceChristophr
    LanceChristophr October 4, 2010 at 1:54 am |

    I know it’s a bit off topic and might even be too early to bring it up, but I’m curious what kind of specs would be good for running this.

    Would a computer that can handle CW1 be good for CW2? Or does it seem a bit more might be required for everything added in? And– if that were the case, what kind of options do you think we might be able to customize as far as optimizing gameplay?

  32. Carey
    Carey October 4, 2010 at 12:26 pm |

    You sound like a fellow southerner 🙂

  33. UpperKEES
    UpperKEES October 4, 2010 at 10:48 pm |

    Great! Just great! Love the video, love the editor even more and love all the options available for map makers!

  34. Blaze
    Blaze October 4, 2010 at 10:51 pm |

    NC?

    North Carolina?
    If so thats beyond epic….

  35. keenanuchiha
    keenanuchiha October 6, 2010 at 3:24 pm |

    I can’t wait just to fool around with the creeper in the mapmaker, let alone the game! 😀

  36. cainthegreatdane
    cainthegreatdane October 6, 2010 at 4:40 pm |

    Well if I figure correctly then you should be able to create an odd shaped field, like a dog, then the field would turn off and a second field could activate around it, creating a second shape like a cat that is filled with creeper. Maby the more crative people could try designes like space invaders aliens that go slowly down to the ship.

    1. keenanuchiha
      keenanuchiha October 6, 2010 at 7:49 pm |

      Oh, tha’d be cool. And, you’d have to use Launchers to destroy them.

  37. cainthegreatdane
    cainthegreatdane October 6, 2010 at 8:45 pm |

    Or a more impossible idea, the creeper falls just bellow the ship in a specific shape, touches an emmiter and then it activates, leaving you a certin time to get to the surface before you are consumed.

  38. Pyxis_GeeK
    Pyxis_GeeK October 7, 2010 at 10:53 am |

    One word Epic! I cannot wait to play this game. It looks so promising. The editor is amazing. I want to buy the game just to get the editor 🙂

  39. keenanuchiha
    keenanuchiha October 7, 2010 at 3:56 pm |

    That wouldn’t be impossible, it would rely on the timing of when the crepeer touches the emitter and when the emitter starts.

  40. cainthegreatdane
    cainthegreatdane October 7, 2010 at 4:18 pm |

    Actualy with the editor it would not be impossible to make creeper fall like in the video, and it would pool on the floor, and an emmiter would activate at a sertin time, like the editor in CW1, thus uncomplicating the process, so when the creeper of a small well fills the bottom the emmiter then takes over creeper growth, and the players timing of mining a way out and defending yourself would be crittical.

    On a side note, and way off subject, do you like chicken Virgil?

  41. Twi
    Twi October 7, 2010 at 5:15 pm |

    On another side note, the blog is a little messed up for me. When I look at the blog main page, the thing tells me there is one more comment on this post than what I see when I read it.

  42. thepenguin
    thepenguin October 8, 2010 at 2:42 pm |


    virgilw:

    The maximum limit for creeper is 2,147,483,648. If you overflow that amount, the creeper wraps around and becomes a negative number. Negative numbers are used to represent good creeper. And yes, I have done this just to watch the “fusion” (maybe “anti-matter” is a better analogy) explosion occur.


    virgilw:

    In CW2 it’s all integer math (a little bit faster). There aren’t terrain levels to flood over either… so it’s hard to compare. Somewhere around 10,000 to 50,000 in a cell is a small to medium amount of Creeper in CW2. 1,000,000 is a bunch. 10,000,000 is painful…. and anything above that starts to get out of control.

    if 10,000,000 is painful how can you have gotten
    to 2,147,483,648?

  43. LanceChristophr
    LanceChristophr October 9, 2010 at 2:10 pm |

    Hey sidenote suggestion again! (i’m the queen of these)

    One thing that urked me about custom maps in CW1 was the colors and background– can there please be a feature in options that if you play/download custom maps that lets you turn off backgrounds or special colors.

    nothing like strangely colored creeper/energy and a horribly edited background to really ruin an experience!

  44. thepenguin
    thepenguin October 10, 2010 at 7:51 am |

    also, what is the maximum gravity, and minimum gravity? you said 500 is normal. would 0 be possible?

    1. Theral
      Theral October 14, 2010 at 3:37 pm |

      I think that, somewhere, he wrote that gravity can be set to negative numbers, like -500. It should also be working in a horizontal way… but i’m not sure anymore about this.
      But i’m sure it can be negative, which means that creeper, instead of falling down, “falls” up.

      Can’t wait for your next video 🙂

  45. Travis
    Travis October 11, 2010 at 1:52 pm |

    OMG! cant wait for it to be released your doing great

    Ayn idea When your next video will be posted?

  46. Michionlion
    Michionlion October 12, 2010 at 12:49 am |


    virgilw:

    I removed the limits from the editor and placed all I wanted. I put just below the maximum amount in a confined area and once gravity compressed the lower layers just the smallest amount, it overflowed max int and instantly annihilated with the creeper that was above it. It all went up in a poof of mist.

    So, techneclly, Evil plus Evil is Good.

    1. Echo51
      Echo51 October 18, 2010 at 2:59 am |

      Because of a overflow, yes it is 😉

  47. cainthegreatdane
    cainthegreatdane October 15, 2010 at 4:23 pm |

    Sorry to bother again, but can we get an ETA for the next post Virgil?

    PS: The cronom missions are VERY entertaining. On a good day ill pull at least three levels.

  48. kgobo
    kgobo October 21, 2010 at 8:09 am |

    Will you make gravity felds affect things besideds creeper?

  49. Twi
    Twi October 24, 2010 at 11:31 am |

    Sadly, all I have to say is that I want another blog post, even if it’s just a video of random entertaining stuff being done.

  50. keenanuchiha
    keenanuchiha October 24, 2010 at 7:06 pm |

    oh that’d be annoying: you place a blaster, thinking it’s a great nook for shooting, when suddenly it gets pulled into the creeper.

  51. littleGg6
    littleGg6 October 25, 2010 at 3:38 am |

    can the next vid be about actual the units (or just the ones you have unveiled) because in this you used a few of them but you didnt use that many.

    also can your base be floating in good creeper? like a protective bubble

  52. mthw2vc
    mthw2vc October 25, 2010 at 6:10 pm |

    I think I’ve just thought of what could be a very useful tool. Terrain that is resistant to packets and/or creeper, but only from certain directions. I’d need to play with it for a bit to test all of the uses, but the first one that comes to my mind is forcing the player to go the long way around a terrain obstacle before you can dig yourself a shortcut.

  53. thepenguin
    thepenguin October 26, 2010 at 5:38 am |

    or terraiin that needs creeper on x amount of sides

    or specifically on side ___, ___, and ___
    ..

  54. littleGg6
    littleGg6 October 27, 2010 at 6:17 am |

    why do emitters have helth bars when they get destroyed in one by nullifers

  55. littleGg6
    littleGg6 November 2, 2010 at 11:25 am |

    hay virgil, since you will be making the campain on the editor can you make it so that when you compleat a campain or extra mission you can go into the editor and bring it up so you can make it harder and then play the new mission as a custom game?
    you could make the equivilent of a harder loki and post it.

  56. SYN ElvanIV
    SYN ElvanIV November 8, 2010 at 4:11 pm |

    just curious…will there be a cost for people who already have CW1 and what would it be? i looked around but didnt see anyone else asking.

    1. littleGg6
      littleGg6 November 10, 2010 at 3:55 pm |

      there is a forum lead on this here: http://knucklecracker.com/forums/index.php?topic=4744.0
      but its locked cus it got a bit heated so i wouldentbring this up

  57. Theral
    Theral November 13, 2010 at 2:31 pm |

    Hello Virgil. I don’t want to put any pressure or something like that. I was just wondering when there is something new you would announce? Some nice videos would be awesome! I’m really exited about this game and i can’t wait for any new material 🙂

  58. ssddgghh
    ssddgghh November 19, 2010 at 6:40 am |

    By the way, what happened to the idea of building lattice mentioned in a previous comment? Is it just waiting to be put in, or have you cancelled it, or what?

  59. Pete
    Pete December 26, 2010 at 1:13 am |

    It’s been a long time since I looked at any info on CW2 – the original screenshots I saw didn’t really impress me, I guess because I couldn’t really tell how it was going to work. But this, wow. This is gonna be great, I think. Very cool.

  60. Creeper World
    Creeper World February 11, 2011 at 6:04 am |

    llol

  61. Creeper World
    Creeper World February 11, 2011 at 6:05 am |

    way not

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