It’s been a while since I posted… so I figured it was about time to show some more progress. I’ve been hard at work on various subsystems in the game. Sound, music, menus, scoring, tech upgrades, unit balancing, phantoms, gateways…. all kinds of goodies. Below are some screen shots that show some examples.
Now not all techs upgrades are implemented… and not all menus are hooked up yet. But it’s all falling into place rapidly now…
Oh gawd. <3
Did you get the ore collected and ore switched around the wrong way? Otherwise you would be constantly using more then you collect.
They do look backwards… or the scale is different… or the colors are swapped 🙂
Oh my! This looks great!
Are you planning on keeping the level select system in CW1 with the worlds or going to what you have in the top left picture for all of CW2?
Story wise, each mission takes place on a different day over the course of about three weeks. It’s three weeks that will change human destiny forever… you play the guy who finds himself at the center of this significant moment in human history.
I would sell my first-born son for this game. I’m tired of waiting! 🙂
6th
youve got a phantom gun, a maker, a tech drone, and a sheild. what do they do?
you also got a green zone and aquisation mode
oh yeah, what are technytes?
maker: good creeper
shield: keeps creeper away, lets packets through
phantom gun: Special enemies
Phantom guns fire what look like electrical arcs at phantoms. They are your only defense against the phantoms that can drift through solid terrain.
The Creeper Makers are your unit for manufacturing friendly creeper.
The Tech Dome’s are your units for manufacturing Technytes. Technytes are what you use to achieve technology upgrades.
Shields block the flow of evil creeper… but nothing else.
Green zone missions are a mission type where you have to maneuver friendly creeper into a green zone on the map.
Acquisition missions have a victory condition that requires you to collect every artifact on the map…. but you do not have to destroy all creeper.
Holy. Crap.
That is the single most greatest thing I have ever seen in my entire life.
Given the screenshots and such, it would appear as if it’s almost ready to go. Really, it looks like a small release (not like on many websites) with constant updates would almost work.
But then I have been just wanting to play it ever since I saw there was going to be a new one–before I even knew what/how or anything else about it.
awesome!
2 questions though:
1. What are spatial anomalies? are they the gravity fields?
2.What is the thing at the end you destroy? It doesn’t seem to do anything….
1: I may change the name (probably will), but spatial anomalies refers to fields. This is a toggle that allows you to see the fields on the map.
2: That final thing is called a Gateway…. bad things…. really bad things come out of it. Phantoms are one of the things that come through it. And yes, there can be more than one gateway on a map.
[…] This post was mentioned on Twitter by Byron Hargett, Knuckle Cracker. Knuckle Cracker said: Just posted 16 screen shots for the current dev build of Creeper World 2. http://goo.gl/x6Fb1 […]
This isn’t an update, it’s a teaser!!! aaaaaaaarrrrggghhhh!!!!
Giddily anticipating the release!!!!!
Nice, it’s almost done, I can’t wait =)
I’ve some questions though:
In the 6th and 11th screenshots, you see some weird blobs, are these the spores, and if so, is their health changeable in the editor?
It seems like there only are upgrades for civilian buildings, so won’t there be any range, move speed and fire rate upgrades anymore?
What are experimentals? Or is that still a secret.
And that thing below, does that cause those spores, if it are spores to arrive, if so it would be a nice new way to force a player to play aggressive?
The blobs are phantoms. They are similar to spores in CW1. I may make the health alterable… not real sure about this, though.
The upgrades aren’t all in this screen shot. Those are just the first batch I implemented. There will also be military upgrades.
Experimentals are super weapons…. I’ll leave final details on their operation till the release.
The phantoms come out of that Gateway at the bottom of the map. They aren’t the only thing that comes out of it…
that is awesome, allthough the picture of the people talking is, just, .. . . i never like those pictures on any game its not drawn badly or anything
I LIKE MY ANONOMISIM
In CW1 there are just names. Like “Commander”, or “Ops”. In CW2 there are a few key players…. and I wanted to include portrait art as well this time around.
Couple questions… and suggestions….
1. How are you going to limit tech?
2. what/how do we make the picture of the people talking for custom maps/campaigns disappear or change?
3. I think the mission selection needs some more art or something. Though from the credits from cw1 there’s a picture of the first story mission selection and its sort of the same…
4. I LOVE the title page for missions. Is it possible that you could edit that, maybe sort of like Microsoft PowerPoint editing? That would be so cool.
5. I suggest moving the buttons for different kinds of missions on the main title screen off center, more like cw1.
6. What is the option in the main title screen called CODED?
7. Are you sure about calling it Creeper World 2: Redemption? That’s a good name… but it sounds sort of like it’s not a major thing, like it’s a companion to the actual cw2.
8. Why are you putting the community option in the Missions menu? I’m assuming that that’s a link or something to the website or custom maps.
9. Will custom maps be available to download (once people make some) immediately?
10. How exactly are the squares/quadrants that make up the terrain and screen big and such?
Sorry for so many questions but… this will ROCK!!
P.S.: I will probably think of more in time but for now….
P.S. 2: I just thought of something else. Are you going to put a thumbnail picture of the map on the selection thing for the story? And for other maps?
1: Technytes accumulate at a rate determined by how many Tech Domes you have. Upgrades get more expensive as you advance through the levels…. And, there are a fixed number of levels that any given tech can be advanced to.
2: The opening dialog is customizable in the map editor. There are different characters and you can do anything from “no conversation at all”, to an extended story involving different characters. I _may_ also allow the pictures of the characters to be changed in the editor to user supplied pictures.
3: Maybe…. I wanted to go for a more uniform look across the different mission screens. I may add a little mini view of the level, though.
4: The main menu actually has animated shuttle’s flying in the background as well. It’s pretty neat.
5: I may move things around once everything is on that page.
6: Coded missions are like the chronom missions. They are procedurally generated maps. But… you don’t use a date to select amongst them…..
7: The final name hasn’t been chosen. I”m only about 80% sure of that title.
8: No, that’s a menu screen that shows all of the custom maps you have installed and if I do my job right it will also let you browse maps in my database directly in the game.
9: Custom map support is planned from the beginning…. but I’m not 100% sure of this. I may wait a month and then open up custom map support.
10: Terrain cells are 24×24. Creeper sub cells are 8×8.
sorry… clarifying: on 4, i meant the third photo title screen. but the shuttles sound cool. i love that pic for the main too…
Mind/blown…. beyond repair.
Looking very very sexxy and sleek.
How about making the graph lines hoverable, and you can see the time/value its listing at that point?
Not a bad idea….
Time permitting….
Nearly forgot. Will you release something ala. the training sim to draw peeps in despite the negativity about “not full game, 0/5 stars”?
Yeah, I’ll do a free flash version of the game. I’ll get millions of “I hate demos” comments… but I can handle it 🙂
Dont worry all the idiots who write ”i hate demos” just cant appriciate that someone worked very hard on that game and isnt planning on making it free.
OMG VIRGIL, SO AWESOME!!! I CAN’T WAIT ANYMORE!!!!
BTW just letting you know, all the CW fans out their are probably gonna get hyped up seeing this so I think you should make another video about game play or mechanics soon……well, at least it got me hyped up…..
I’d like to do another video…. perhaps between christmas and new years…. but only if time permits.
please do
One question on the last picture the ore used line go way higher than ore collected, how is this possible?
The ore lines were wrong in the version I took the screen shot in. I wasn’t calculating the rates correctly. They were sort of right…. but not exactly right. I’ve corrected the problem in the current build.
It is looking very cool, but two questions/comments:
1. I didn’t think of this to long ago, but with the nullifiers, what if a nullifier has two emmiters in range instead of one? Does it destroy both of them or does it destroy just one? And if one, how does it choose?
2. A thought I had about shields. You said it only effects bad creeper, but like in screenshot 12, it could be helpfull if good creeper could be effected by shields. In screenshot 12, you are losing good creeper over the sides. Maybe you could turn on/off the ability to hold back creeper (maybe good and bad), and maybe to hold the good creeper back, it effects the shield the same way as bad creeper (so it has a bad side effect too).
1: Nullifiers will damage all emitters/.gateways in range. So if there are two emitters near each other and you put a nullifier in the right spot, you can take out both at once.
2: I may not have been clear about this. Shields stop the flow of all creeper (evil and good). Evil creeper will damage the shield while touching it. Good creeper will not. So, shields have two purposes:
-Hold back evil creeper for a short while.
-Hold back and contain your own good creeper. You can build them to form a channel for good creeper to flow through, for instance. You can also build them on top of existing creeper in order to “contain” a cell of creeper. If you later destroy the shield, the creeper will come flying out.
i mean like how do… nvm, i mean they are upgrades, not the actual tech so that when you buy that you get to build so and so… gotta clarify that.
Note sure I totally follow. Perhaps this explanation will help clear things up;
Technytes are just “points” that you accumulate. You can spend these points in order to improve the operation of units and weapons. These improvements don’t carry over from map to map….
So, what else comes out of a Gateway?
Or is that “Classified”?
I’m leaving it a mystery for now.
i have 2 questions too:
1.)In picture 8 there is a brown head(?)
you selected it, what is this?
2.) When I get a technyte in level 1, will I keep that technyte in all other levels?
And if yes, it would be possible to get all technytes in level 1 or not?
And if yes again(^^) when I replay level 1, and I DONT collect these technytes, will they be lost then?
Or is only the best “technyte-development” saved?
1: That is an “idol”. It’s an archeological artifact found on the world. Interestingly, it may have been crafted from the same ore you mine so that you can make friendly creeper.
2: Technytes are points that you spend to buy upgrades. Think of them like another resource.
Is good creeper also influenced by fields, cause it seems not to be in the screenshots?
Fields can control one or both types of creeper. In these screen shots, the fields are set to control on evil creeper.
Do 2 repulsars pointing at each other cancle each other out?
Yep…
About when will this be released?
Hard to say exactly… but I’d say there is a high likelihood that it will be within a few months at the most.
Shame everything can’t just fall into place, wherein it’d be available within…say… a week or two. But then I know programming in general takes time (done it for years).
you can expect to have it in a week or so … or mabe just in beta testing
I must say this game is looking great so far and I love CW. Question for the lvl editor: will you be able to make spores that come from sides of the sides of the screen AND things that come from gateways or just from gateways
Right now, gateways are the source for phantoms and other things. Note that you can have more than one gateway on a map, though. So you can kind of control which location the phantoms come from.
another time to technytes, you havent understood my question right.
I wasnt talking about the ressources, I was talking about that you have researched.
These upgrades, will I keep them over the levels?
Tech upgrades don’t carry over from one mission to the next. In each mission you decide what technology is best to invest in (if anything).
I should also add that units do get revealed across the story mission… and these new units do carry over from one mission to the next.
if you unlock a unit on level 2 and replay level 1 will you still have that unit?
Units are locked on a mission by mission basis. If you replay mission 1, it starts with the units locked again. This is all the same as it was in CW1.
yes, thanks, that answers my question… posted in post #21
couple more questions…
1. will you be able to, in the map editor, make it so you get a text window after a amount of time, or you have built a certain thing, or have rescued all bio-chaches?
2. when phantoms land, they emit creeper just like spores in cw1, right?
3. do you have to find the tech for something before you upgrade it?
4. will there be images already in the map editor for putting on the diolouge window? like say three different poeple pics to chose from?
1: Perhaps…. I’ve not done all of the text in the story missions. So I may have to add some of these capabilities on an as needed basis as I code up the story.
2: Yes, they drop creeper.
3: Good question. Probably not. It depends if the final upgrade list has anything in it specific to certain units.
4: Yes, there is a default set of images for the characters.
cool
what will be the experimentals?
I know Super-Weapons, but have you some ideas yet how they will destroy creeper?(or something else)
I’m keeping them under wraps for now…
When is there gonna be like a beta or something so I can play this ? :$
Everything will happen over the next couple of months.
And another thing do phantoms act the same as spores by landing and exploding into creeper or what?
Yep, the drop creeper where this hit.
1.are the unit prices final?
2.what else comes out of the gateway?
1: Nope… I’m balancing them still.
2: Phantoms for sure…. the other things I’m keeping a secret for now.
Or is the answer to the above question classified?
so… experimentals…
extra-expensive, extra-strong?
Or just things you are testing out for now?
Extra expensive and extra strong.
Errm, I hate to tell you this but you forgot to annotate the image gallery! 🙂
Yeah, too lazy to type titles and descriptions for each picture 🙂
Are Repulsers able to fire off in any direction?
Or only up down left and right?
And if any direction, how do you aim it?
Repulsors can fire in 8 directions (up/down, left/right, diagonals). When you select a repulsor, you can aim it and change it’s beam distance in the unit control panel in the menu at the bottom of the screen. This menu shows up when you click a unit.
does the beam distance effect the strength or the energy usedge
The beam distance affects how quickly the repulsor uses energy.
To the unit prices, in the images, the phantom gun only costs 1.
Isn’t that a bit too cheap?
Then i could build 25 phantom guns but only one blaster.
In CW1 the SAM costs 20
(I think, i havent plaxed with SAMs last time)
Unit prices aren’t final. I make things cost 1 while I am testing them.
What are those phantoms targetting, you’d suspect beacons and collectors (a bit like in CW 1), but the phantom seems to be targetting something else. Btw, why aren’t there collectors in your building screen?
Right now, they are attracted to anything “real”. So technology… whether it be structures or weapons draws their attention.
Ahh yes…. why aren’t there collectors on the build menu? Because they aren’t in the game. I took them out fairly early in play testing because they just didn’t seem to be working very well with the game play model. So you get energy from three places now:
– The Assault ship makes energy at a rate of 1 unit per second.
– Reactors produce energy (somewhere between 0.25 and 0.5 per second … still balancing this)
– Certain artifacts give you a boost of energy when collected.
Can I just say that it is all looking great and I cant wait for the game to come out.
I keep checking this site on a daily basis for all the latest news 🙂
I work on it daily… so things change constantly on my march to completion. For instance I started work on the first mission “tutorial” last night. This is always something that I kinda hate working on because it’s such a pain to implement. But, it’s also critically important to the game to grab new players attention and show them how to play.
So thanks for watching and keeping up…. it won’t be much longer now!
could you play a vid of the tutorial when its finished so we can see some more footage?
I might do that… though I usually don’t put the final touches on the tutorial till very near the end.
Are there upgrades for the Assult Ship?
Have you though about having a viscosity setting for creeper in the map editor
I’d like that
I still have to add “direction” control to gravity in the editor. This is kinda control over the creeper. It is possible I could add some control over the creeper flow, but it isn’t as dramatic as you might think.
For instance, you might think you can make it flow faster…. But, this won’t work. This is because I already have it moving at the maximum possible speed for the simulation. This makes sense because it means I use the least amount of calculation to accomplish a moving creeper. To make the Creeper move faster, the simulation would have to iterate faster.
That said, there are other controls over the creeper that can be varied… I’ll just have to evaluate if they are tweakable or not.
Well… none currently… and not directly. You can speed up packets, so that is a kind of upgrade to the ship (maybe).
In the video and these pics, it looks like the good creeper is a bit over powered, or did it take you a long time to build up in the pics.
Don’t be fooled by a bunch of thinly spread friendly creeper. Since my creeper is flowing down hill, it looks more powerful than it is. You find out real soon that it’s scarce little protection from a massive wave of evil creeper.
why don’t you release something like a pre-aplha version with a few levels? It seems, that is already on a playable stadium, so it would be great to get something to test 🙂 (and you would maybe get better feedback, if people could test it)
Think of it this way…
When the game is released it will be a functional and fully playable game. Anyone who buys it will get far more than their money’s worth.
After the game’s release I’ll likely continue to extend the game based on player’s feedback. This is the model I used in CW1 and it seemed to work well. So long as the game is popular (assuming it is fortunate enough to be so in the first place), I’ll keep extending it for quite some time.
It’s also true that I am getting pretty close to game completion and a release. So it’s not much longer now by any measure.
Somehow I think it looks strange seeing good creeper pooling up over a gateway… I’d think it would be lost to the other side. Would it be possible to have the gateways absorb any good creeper that passes in front of them? Or are these gateways 1-way only?
The gateways are one way things that bad critters come through. However, you have a good point about good creeper being around the gateways. It makes sense that good creeper gets annihilated when it touches a gateway.
Now I just have to figure out an efficient way to check for this scenario in the code….
Will you only be able to build one? Or however many you want, or one of each… and so on.
Depends on the experimental…
For one of the experimentals, the concept of “more than one” doesn’t make sense.
How do you keep a gamer in suspence?
Introduce him to Virgil. 😀
Experimentals I mean
So, will you tell us what we’ll be able to change?
Like creeper color, friendly creeper color, repulser beam color, etc.
I’m focused mainly on finished off all of the core functionality in the editor currently. Once done, customizable things will be added as time permits. So creeper color… likely. Other things like repulsor beam color… lower priority.
It would be so awesome if you could customize what the units look like because don’t you just use little squares to draw the units!!!!!!
I’m guessing you mean pixels?
Everything is drawn with that on the computer…
Nice job, virgil. Keep up the good work! Also be sure to remember that you have a beta section for a reason! 😀
I can’t stand the wait any longer !!!!!
A great thing to be able to do is to be able to customize your own menu and be able to move around the interface …. be able to place the everything anywhere …. move the energy and ore indicator wherever you need it … this should also aply on the building bar…
this we could not do in the first creeper world as we could not scroll up down left right
I have been waiting to play this ever since i learned about it! So excited!!! please post another video soon to keep us updated!
can i beta test too?
im a big fan of creeper world!
So, would you let us betas play this level?
Or are we going to have to wait until the true beta test?
I’m working on the story missions currently… so not much longer before the beta.
Wow this is really looking awesome
a truly deserving sequel to a video game
1. its not the same thing
2. its not a different game
3. just looking at previews of it make you HAVE to play it
It looks like it will be fun
(id like to see some more core game moddability in game, is it possible put some game files easy to access in the game so people can change them?)
1. why did you decide not to include colectors in hte game?
2. how often does the ship send out packets?
3. what is that community button for?
4. Where are the custom maps?
1: Reactors seemed to be enough in terms of energy management. Collectors also only worked when there was terrain for them to collect energy from. This provided an extra disadvantage to over-digging…
2: Depends on your energy supply… but up to 30 per second.
3,4: The community button takes you to the custom maps.
1: so are there other disadvantages to over-digging
3,4: that seems to work well enough, might be confusing for the first day, but it seems normal
1: Just wasting energy that could be put to better use…
Thank you yes pixels that’s what I mean
Just so you know, pixel art is rather hard to master…
Yeah cool I cant wait any longer ;D
But what I wanted to say:
Someone said a video, maybe you could play one of your levels , and show us .
So we can see how a complete level is beaten 🙂
That would be so cool.
Pictures are good, but a video of playing would be FANTASTIC!
yea i agree, we are hyped already but a vid of ANY level would be BrIlIaNt!
I’ll be doing a video of the first level (the tutorial) shortly. It’s mostly finished.
hmm… first one (i think) to pass the 1 page mark… anyway, will there be new beta’s for the two new flash games and cw2? or will you be using only the old ones…
I’ll evaluate the beta group right before the beta release. Active beta members will remain.
Lucky people there — the beta testers. Of course, if they spot tons of bugs, you might not like them that much. Just curious (not sure if you can/want to say), but how did they get to be beta testers?
I think he would like it if we spotted a lot of bugs… Makes the game more perfect. Also, a few guys just asked if they could be beta…
Yeah, it might depend on the game type too. Many years ago when beta (granted, I was on the development side as well) tester group for some games, I found so many bugs (400+ for every release), that they said “we’re not fixing them all” .
Flash at least (especially given the simplicity compared to other types), it’s probably not as hated for those bugs–it’s probably required.
Virgil dropped by chat, asked around, the community kinda had a vote as to who was selected.
btw, how much energy does the ship produce on its own? is that final yet?
1 unit per second. Unless there is some reason that pops up, this is final.
what about release date\beta game?(wiht 10-20 lvls or only “my” carts)
Everything should happen over the next 4-8 weeks.
in the tenth pic when it says increase packet speed by 30 pps what is pps?
Pixels per Second is what it actually means (in terms of game play). I may think of a more creative “in game” unit, though.
1.Ya i think it would be good to change because everyone has different screen sizes so it might be confusing
2.How big is the games resolution
Within the game, a “pixel” doesn’t necessarily represent a screen pixel. But, I’ll probably use some other name anyway.
The ‘native’ resolution of the game is 800×600, but the game can scale up very well. I play on a 1920×1200 screen frequently.
Are you already thought of an origin story “good”creeper?If no i can help with it)
Yes, the origin of good creeper is woven into the story.
1:is there a set release date yet?
2:at the start of the story will we find out how oden city defeated the creeper/how the ship we use was made?
3:how many levels are we looking for the main story?
1: Everything should happen within a couple of months.
2: In the first mission you are brought up to speed on the events at the end of CW1 and what happened next… including what your new mission is. Several mysteries are introduced and you set about uncovering your destiny over the course of the story.
3: Right now, 20 is the target number for the story missions. But there will be nearly unlimited missions included with the game (the ‘coded’ missions).
20 is a great target.do u think u might exceed it though?
The number of story missions is regulated mostly by what it takes to tell the story. Note that some missions will be a good bit longer than the CW1 missions (hence save game support). But it could be a few more or a few less….
There will be plenty of other missions, though….
Wouldn’t ppc make a packet travel slower depending on how big the computer screen is?
Game ‘pixels’ get bigger as the game is scaled. So 100 pps is the same speed regardless of screen resolution. But “meters per second” would be just as good a unit as any for packet movement.
The game runs and calculates everything using the 800×600 frame, then the render just gets scaled up to whatever resolution your running. so nah, its not that big a issue 😛
I have a great idea at the expense of the game and I think all would agree with me, what about the fact that the first 150 downloads or the first week of release the game itself will be free for downloading!Good?
i don’t think he would agree to that,but he might give out a full version to any gamer who spots a bug during the first week.
otherwise he would need all the help he needs in the $ sense so i doubt he would just give away.
i dont think that would work because everyone would download it at the relese date so most of your money you could gain would not be gained
Nice screenshots, and I hope we get a video next. Keep up the good work!.
So give CW2 away free? If you do that the first week then the biggest part of the community will have that game already. Giving a discount is thrown away in the forums quite a while ago anyways…
i would love to say yes, but think about it virgilw’s way. It might be expensive for him losing $150 worth of games to buy other stuff
Dude, with as much replay value that you get, just pay the price, it’s the only way that Virgil can continue to make games.
little off topic:
I’ve noticed from the video example you did a few posts ago that you can play the levels you create straight through the map maker without having to upload to the game. Is this true? If it is will it still be true with the actual map maker when it comes out?
Not exactly…. what you can do in the editor is turn on the Creeper simulator. This lets you do things like see how the creeper will flow (without playing the game), or place some Creeper on the map so that when the mission starts it is already there.
None of the games rules are in play when the editor is running the simulator, though.
i don’t think thats a really good idea… maybe the first 10… MAYBE
I like that I sea but wouldn’t that be a little un fair for the people that don’t check this forum?
Virgil, are you going to include the feature in CW1 where you can controll the packets the city sends out in CW2
Yeah, probably. I’ve not done it yet, but its on my list (medium priority)
There is something I want to ask before you get carried away writing out all of the story text. Have you considered the effects of gravitational time dilation for the inhabitants of Odin City? Having been so near a rift to a black hole, This could be used as a powerful mechanism to explain a few things, and you could also explain chronom time in CW1 as the new date system.
I think I’ve spotted a Stargate SG-1 fan!
Well, I just really want to play, but no money!
You have about 2 months to get some money….
Continuing on my previous question, I thought i saw you placing units in the video. By “no rules of the game apply” did you just mean there were no costs and so on, but you can still place move and use units with the exception that they will have no cost?
You can put units on a map using the editor, but they are just ‘images’ of the units. They don’t fly around, or have active weapons, etc. It’s all very similar to how the CW1 editor works.
I think what he means is, do pre-built units act with the creeper when the simulator is on inside of the editor, therefore, you can partly test your map in the editor.
Hmmm, now that I’m thinking of it… You mentioned an “expert mode” of sorts, similar to double down from CW1. I also recall something about it being available from the start (although I do not yet see a button for it). I can’t seem to find this, although it may have been in chat. Now knowing the basics of the game’s setup, I’m left wondering on the topic of a good way to incorporate it…. Simply doubling the pre-existing creeper would create a large explosion at the start of each level that may make it difficult to design later story levels that are possible on expert mode, but not increasing it at all would render it useless on any level without emitters. Regardless of the above, a hard mode is something I truly want to see in the finished game.
Yeah a hard mode would be very cool, I made Loki in CW1 on Double Down (which was not so much harder than without Double Down^^)
Maybe a special ahrd mode would be that everything you can build cost two times so much? Or you produce only half energy .
Something like that would make it REALLY harder.
Especially my second idea, because it affects all energy uses, not only the build-things.
i cant wait for this game to be released! i LOVED creeper world 1!. and will everything that comes out of the gateway drop creeper or will there be other creepier and almost as dangerous things as the creeper comming out of it?
oh yah. will the gateways be possile to destroy or will they just be a constant annoying thing during the lvls
Not only can they be destroyed…. they must be destroyed.
Whats with the wavy pattern for the energy collection, what causes that?
You might be talking about the Nullifier firing on the emitter. It fires a beam for a few seconds that destroys the emitter.
so Virgil, what are you going to do with bridgeing in cw2? how would you prevent it or otherwise?
Everything goes through tunnels, how is one supposed to bridge?
There is no network as in cw1 so bridging will be pretty useless, also because you can only move your weapons on the already digged terrain.
silly question. Ignore my stupidity, please. Thank you. 😛
Silly Question probably, but is the first release for mac too?
Yes, PC and Mac. I’ll also make the .AIR file available so you can try it on Linux if you have Adobe AIR installed already.
all you’d really have to do is to get an installer for linux and then it would install, right? and then you have another marketing plus.
to install the AIR file i mean
righto, pretty sweet.
so whats the deal with that gateway at the end, what is it?
it brings the new special enemy
Have you thought of making un-dig-able terrain that creeper can get through or dig-able terrain that creeper can’t get through?
The purpose of this would be so there could be an area that can’t be reached any way but by letting the creeper get through. Wouldn’t that annoy the players. They want to get to this upgrade that’s right by the ship but can’t get to it without letting the creeper get there first.
It could also be used to give the player as much time as they want before the let out the creeper.
Also, what if there were the possibility to make terrain of different types but not like shields.
And last of all a quick question. Are phantoms or the other stuff that comes out of gates affected by shields?
there already is digable terrain creeper cam’t go through…
Why do Phantom Guns (whose name is lame) cost only 1 point? Or is that a typo? Or what?
Otherwise, MUST HAVE GAMEPLAY VIDEO.
I’m guessing he is still balancing everything
earlier on virgil says that this is because he is experementing so all units are 1 cost
This has been answered before, he puts them to only 1 point for testing.
@twi Weren’t you listening? virgil said several times that he was testing them, and set their value to 1 to be easy to test other qualitys. and i agree, TUTORIAL VIDEO (he said he would do one a couple days back…)
remember that virgil said earlier that when he creates the videos and pics that it costs only 1 point so he can examine check exc without to much trouble
ok, that was funny. all our post were awaiting virgil to approve them. somehow we need to stop that…
In a previous post you said that creeper can’t flow through two diagnal squares and that you’ll fix what it looks like to make this more seeable. Update?
I was looking at the graphs at the end, why does energy collection oscillate for most of the game, but then for some parts it is stable?
I see that answer but then my question becomes: Why does killing creeper make the collection of energy go up or go down? Can we not collect energy near the creeper?
Will it be possible to create a custom story campaign?
In CW 1 it was a problematic to publish 10 maps containing a campaign and them to playing it was really uncomfortable. I would be nice if map packs were available.
when can we play on creeper world 2
virgilw should release the tutorial level for us to play
how i get the activation key entry