121 Responses

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  1. Darkrai
    Darkrai May 2, 2012 at 9:44 am |

    Good

  2. Jason Felds
    Jason Felds May 2, 2012 at 9:47 am |

    I swear, Creeper World is trying to emulate Mario or Zelda during the early NES days here. Not that that’s a bad thing, mind you.

    You’ve got me curious about the multiple cities/bases. Is the game over if even one dies, or must all fall? Could that be customizable?

  3. Paradox
    Paradox May 2, 2012 at 9:51 am |

    I love that you keep making more of these games! I always see a really fun indie game and then the developer just stops. It’s a really nice change to see games like these turn into series’! 😀

  4. Thallori
    Thallori May 2, 2012 at 11:10 am |

    How well do you think you’ve designed levels to make full and strategic use of terraforming in CW3 levels? Is balancing this difficult or just trial and error?

  5. sparten57
    sparten57 May 2, 2012 at 11:24 am |

    Looks awesome! Am I allowed to ask what this creeper pipeline system is? It sounds like it could be a new creeper trick or it could be something you yourself build to use against the creeper. And then also do you think you will be posting a picture of one of your new ‘Giant’ maps any time soon? I would be very interested in seeing how the giant maps landscape looks in comparison to the small ones (Especially since you could do really cool things like entire mountain ranges! Perhaps even ones that you can’t build on and have to dig through in order to complete your objectives).

  6. Michionlion
    Michionlion May 2, 2012 at 12:21 pm |

    then, if you lose all your command nodes in a campaign, do you lose?

  7. malibo29
    malibo29 May 2, 2012 at 12:39 pm |

    How much can you change the terain height? Is it just one layor or can you remark a already changed area and it will be changed again?
    In other words: can you create holes as deep or walls as high as you want or just cahnge once and never again? 😉

    I do like your games! Go on with this great work!

  8. Michael
    Michael May 2, 2012 at 3:44 pm |

    Definitely looking forward to it. Keep up the good work!

  9. sweetdude64
    sweetdude64 May 2, 2012 at 4:12 pm |

    you MIGHT half to rethink terraforming in a few levels…i noticed in the picture that it changes 1 space at a time, so people could use ONLY terraforming to move the creeper to the edge of the map and send in a nullifyer and win in less than a minute…

  10. lich98
    lich98 May 2, 2012 at 4:47 pm |

    I was already becomeing impacient for waiting, but i can for such a good game. Virgirl all these updates make me want the game even more!!!I`m sure it will be absolutly AWESOME when its finished. i do have a question with this creeper pipeline system would i be able to relase anticreeper from certain units or from all units? and could i put say 50k anticreeper in a unit so if it is destrod the anticreeper can spill out? like we could charge up the makers and when they exploded the anticreeper would come out to put another obstacle in the way. just wondering.

  11. billy
    billy May 2, 2012 at 5:27 pm |

    so is there a limit to how many command nodes you can use? is there a max creation of packets? can we build underground tunnels? (thinking of a ability to switch between space looking down and camera stuck in the earth like in CW2)

  12. Cobaka
    Cobaka May 2, 2012 at 6:43 pm |

    I ahve some questions. Like if you mark all the squares in an area to be raised to height 9 will it go througha dn raise each square up 1 level then teh enxt square up one level and so on and so forth or will it raise each square up to level 9 then and only then move onto the next square? Will there be spots on the map that when you terraform will release creeper like when you removed some terrain in cw2? Also I thought of the suggestion what if like in cw1 the drone bomber you made an AC one of those that drops AC instead of just blowing up a whole ton of creeper in the area. Also lokking at the picture I see no tech related buttons or building will these be implemented at a later date or ahve they been removed entirely? Also i just want to say OMG IT’S IN UNITY. Well played sir well played.

  13. mthw2vc
    mthw2vc May 2, 2012 at 8:01 pm |

    A few thoughts:
    -Terraforming will require very careful balancing so as to be useful in fighting without being ridiculously powerful in the opening.
    -Making high ground have a greater energy yield seems odd to me. High ground is already easier to defend in general, no further incentive to use it for that purpose is needed.
    -Perhaps a way to make the hard limits on terraforming fit better in with the rest of the game would be to make already high ground more expensive to raise and already low ground more expensive to dig.

  14. cavemaniac
    cavemaniac May 2, 2012 at 9:13 pm |


    virgilw:

    I have a few crazy ideas which must have been whispered in my ears from the alternate reality.

    Hmmm. When I started listening to and responding to the voices in my head they locked me away – you, however are considered a genius. I know the voices in my head aren’t real, but they do have good ideas :)!

  15. cavemaniac
    cavemaniac May 2, 2012 at 9:20 pm |

    Got to say this is looking 3-5 times more awesome-er then projections allowed for!

    Will Conversion Bombs (or equivalent) be making a return in CW3?

    I’d love to chuck one in a lake of creeper!

  16. Mr.H
    Mr.H May 3, 2012 at 1:24 am |

    This game seems to answer every possible wish I could ever have, high-5 to you sir Virgil! The pipelines sound like a fun and intresting way to handle anti-creeper and I too agree wasting anti-creeper and the difficulty to move it in cw2 was annoying.

    Since we’ll have a giant spaceship overseeing everything, will we be able to launch orbital attacks?

    The terrafs sound like mobile units to me, do you have any other plans for adding units?

    Will there be more game types, i.e. not just obliterate and aquisiton, maybe holding positions (CTF), Flee(like in CW1)?

  17. dark
    dark May 3, 2012 at 3:08 am |

    Can’t wait for it:)

  18. dark
    dark May 3, 2012 at 5:33 am |

    I love that the network paths are returned. I missed that in CW2. I just inherently like them, something deep from inside, from my childhood some 15 years ago comes back 🙂

    It’s like playing settlers 2, has anyone played it? It is amazing, and the fact that roads, or network paths were removed in other settler versions made be ignorant of those games.

    I love the idea that there will be more than 1 city, and that storage pods will contain energy in themselves, and that they might fire it off. this makes them somewhat similar to cities, except, probably, am speculating, that they can’t flie.

    Btw, android version would be awesome, but i will play any 🙂

    1. TrickyDragon
      TrickyDragon May 5, 2012 at 2:44 pm |

      i to love the paths of CW1, it reminds me of “doodle games” that played out in my head much like you are discribing here ^^ the main reason why i still play cw1 (only my dooldle games was on a much more grand scale lol) space combat seems intersting, getting your work on the ground to almost auto piolt then getting attacked in space so you would have to defend that (lose game at death lol) maybe even losing your progress on that world bc of it (in cw1 and 2 if you have your defense set right you can leave for hours and nothing happens lol) so much fun!!! can wait <3 the only question i have is the price? i know the first two games i got much more than my moneys worth and loved every 100 hours i put into it ^^ so much fun i cant wait for this bad boy to come out <3 <3 Ps. what if the new enimes can actually animate creeper and make it act on its own? (like compressing it to where an amount can actually walk outta a pool and attack your defenses?!?!))

  19. 2b3o4o
    2b3o4o May 3, 2012 at 4:13 pm |

    Will there be fields like in Creeper World 2? They give so much more potential for map making!

  20. Rushed
    Rushed May 3, 2012 at 8:52 pm |

    I am very happy about being able to place more than one Node! That will definitely keep me alive for a longer time. The collector’s energy collecting range looks a lot like green creeper… Though I can’t really complain, for my favorite color is green. 🙂

  21. Lurkily
    Lurkily May 3, 2012 at 10:12 pm |

    I like the new shots, and I like the way you implemented terraforming. The “Explain what you want and sit back” approach is nice – it allows you to micromanage a lot of things, without having to micromanage a lot of things. (It that makes sense.) A mode like “lowest/highest first” (Or closest to the terraformer’s own level, for a single setting that does both) is definitely necessary.

    I also like the idea of AC-powered weaponry, like the AC bombers. So pipelines will have to be a completely separate sub-network, that can’t interface with the energy network? Will the pipelines be able to dump pure anticreeper anywhere you pipe it to? Will the enemy be able to damage the pipeline, and maybe cause spills of AC where it ruptures?

    How much potential is there for the player to utilize fields in-game? CW2 had only straight-line modification with those beams, and I’ve always wished for different kinds and shapes of repulsors and attractors and such.

    You mentioned pedestals for the blasters, because they need line of sight. Does this mean you’ll really exploit Unity’s 3D potential, instead of CW1’s system of “If it’s on higher ground than it, the blaster can shoot it?”

    1. Lurkily
      Lurkily May 4, 2012 at 6:47 am |

      One question I forgot . . . . if you can’t lose by losing all command nodes . . . how DO you lose? Losing the orbiting spaceship, obviously, but . . . how? Creeper spores were kind of mid-late game, in CW1 – creeper alone can’t threaten a ship in orbit. Our new enemy?

  22. CobraKill
    CobraKill May 4, 2012 at 8:17 am |

    While I love the way the games going, I hope you don’t add too many units. One of my favorite parts of the game is its simplicity but depth.

  23. Lurkily
    Lurkily May 4, 2012 at 11:27 am |

    virgilw:As for how you lose the game… More detail later. But think of the game as bigger than any one mission….

    I’m getting the impression that it might be possible, not only for your decisions in earlier missions to matter in the sense of what you carry forward with you, but for your decisions to affect the conditions of later battles – for instance, having a harder battle later in the game if you choose to move ahead without completing certain objectives.

    Perhaps a story system somewhat like some of the Wing Commander games would be appropriate, where you have the “We’re slowly winning” storyline, and the “We’re slowly losing” storyline, based on your performance in the missions.

    I would also like it if the tech tree (or whatever system you lay out) was too broad and expansive to completely, 100% complete in a single game. I do like being forced to make tactical choices in what I upgrade, rather than, “it doesn’t matter too much if I misstep here, I can upgrade it all before the game is done.” I also very much like “New game +” mechanics, which are not really meaningful if everything can be accomplished in one game.

  24. Rushed
    Rushed May 4, 2012 at 8:40 pm |


    virgilw:

    There may be a number of ‘neutral’ things stuck around on a map.

    Neutral… I have a few ideas for neutral… ‘Neutral’ resources that both you and the enemy can use… That would be disaster for me… I would end up so busy with trying to keep the resource I wouldn’t notice how much progress the Creeper had made until it was too late…

  25. Cobaka
    Cobaka May 5, 2012 at 1:59 pm |

    Are you planning on having something similar to the nexus from CW2? And will it destroy or affect the terrain and structures around it like in CW2?

  26. thejoe66
    thejoe66 May 5, 2012 at 10:16 pm |

    i know this is probably only a 10% chance but will there be a ds version of any CW game

  27. Zacksta
    Zacksta May 6, 2012 at 12:44 am |


    virgilw:

    Andriod and iPad version will follow any desktop releases.

    Does that mean that there is already a mobile version of CW1 and CW2, or is that going to be for CW3 only?

  28. sweetdude64
    sweetdude64 May 6, 2012 at 2:32 am |

    i understand if u want to keep secret
    1.) Will there be emmitters that get stronger over time? If so, will you be able to make thes in the editor?
    2. Will we be revisiting any old maps or characters?
    3.If the missions are so big, how long do you think they will take on average?
    4.Will there still be differant speeds and will there be an ever faster/slower mode?

  29. pj
    pj May 6, 2012 at 2:09 pm |

    will the player be able to make shield generators.

  30. lich98
    lich98 May 6, 2012 at 6:29 pm |

    I still can’t wait! I certainly wish there were more hours in a day you’d get more done!!

  31. Lurkily
    Lurkily May 6, 2012 at 6:57 pm |

    You implied the concept that a loss might take several rounds to complete . . . and on the forums, asynchronous MP? Combined with the idea of cloud-based saves?

    I see all the components of asynchronous coop campaign. The campaign could have two orbital ships completing two sets of objectives separately, but their objectives could affect the future of their partner’s missions. The cloud saves are there, so one player could access a second player’s campaign mission. The asynchronous MP coop is there, so that the game can extrapolate mission parameters out of separately played campaign missions. The development of mission parameters (so I surmise) based on previous missions (Or your partners’ previous missions) is (theoretically) there . . .

    Or am I barking up the wrong theoretical tree?

    (Near-duplicate of my forum post on the subject – forum thread seems dead, so I moved it here.)

  32. Christian
    Christian May 7, 2012 at 6:17 am |

    ‘higher ground yields slightly more energy’

    – I would actually go for _lower_ ground yields more energy, because lower ground is usually more difficult to conquer/defend.

  33. 2b3o4o
    2b3o4o May 7, 2012 at 10:53 am |

    One of the things I’ve always wanted was a drone path editor. It would be wicked to give drones certain instructions on where to go rather then just hoping that they’ll go in the right direction. If you make units similar to drones in Creeper World three, would it be possible to make something like this?

  34. pj
    pj May 7, 2012 at 8:38 pm |

    Something like them is possible. Exactly how they work is still in development.
    yay

  35. Mister_Andy
    Mister_Andy May 8, 2012 at 3:23 am |

    This looks AMAZING.
    I’m so excited 😀

    Also, It would be FANTASTIC if there were a text area in the map editor to put in code, by the way. I really wish CW2 had something like that. (for instance, so that fields could be conditional, or you could have events triggered by things other than creeper movement and blocks being destroyed.)

    Custom maps are what keep these CW games interesting once you’re done with the built-in maps, after all! 😀

  36. Lurkily
    Lurkily May 8, 2012 at 8:36 am |


    Christian:

    ‘higher ground yields slightly more energy’
    – I would actually go for _lower_ ground yields more energy, because lower ground is usually more difficult to conquer/defend.

    On the other hand, high ground is traditionally strategically advantageous. Making the advantages go to high ground will be easy for the traditional RTS gamers to grasp intuitively.

    1. Ebon_Heart
      Ebon_Heart May 15, 2012 at 11:10 pm |

      Yes, but collectors work by harvesting energy from underground. It’s only logical to presume that they would be more efficient closer to their power source.

  37. Lurkily
    Lurkily May 8, 2012 at 8:46 am |

    Here’s a question. How much are maintenance costs (Such as CW2’s beacons, ore extractors, and tech domes) going to be implemented in CW3? The maintenance mechanics really made watching your energy use important, lest your beacons start shutting down.

  38. Lurkily
    Lurkily May 8, 2012 at 7:30 pm |

    You know . . . . templates for terraforming would be cool. For instance, there was a feature in Supreme Commander where you could save a ‘template’ of buildings, and when you order a unit to build it, they will build that same set of buildings, with the same linkages, in the same pattern.

    Your large and pointless castles will be a lot easier to manage if it were possible to terraform multiple various components of a castle from a set of patterns. Small patterns that were bisymmetric could be used as a ‘brush’ to, for instance, create a very long double-wall from a very short pattern. Even a complete “Pointless massive castle” pattern would be possible.

  39. Lurkily
    Lurkily May 9, 2012 at 6:52 am |


    virgilw:

    Maybe so…. The question is what options there might be for what they convert Creeper into….

    Well, it looks like anti-creeper still exists. That could be one setting. You, however, have something else in mind, I suspect.

  40. Namj13
    Namj13 May 9, 2012 at 5:37 pm |

    Hello,
    First I want to congratulate you on several and an upcoming third one.
    Question 1: Have you heard of the game Minecraft, by Mojang. If so What is your opinion on it?

    Question 2: You mentioned that you will have a main “base ship” will the ground and space components be played separately, as in one can switch back and forth? Or will they both go on at the same time, dependent on each other?

  41. Rushed
    Rushed May 9, 2012 at 7:46 pm |


    lich98:


    Rushed:

    Indeed. Which includes the fact that the Creeper might have already managed to figure out how to enter an alternate universe, and could have already rendered multiple planets incapable of sustaining any life except for enemy drones, creeper, and most likely the new enemy (enemies, if more than one). It would be dangerous, as for all we know, if the Creeper has managed to enter an alternate universe, the Creeper could rebuild multiple Nexi. The problem for you would be that you never saw it coming. I just have to hope that the Creeper hasn’t figured out how to enter an alternate universe, or I am doomed.

    … Wow! I’m impressed.

    Thank you. I appreciate the compliment.

  42. pj
    pj May 10, 2012 at 10:51 pm |

    I really liked the tabs in CW2 it was much more easier to click the buttons than in CW1.I always accidently clicked the collector button instead of the blaster.Please add tabs.Please reply.

  43. Miksu
    Miksu May 11, 2012 at 12:22 am |

    Is there more epic music on CW3? I really loved CW1 musics, so hyptonic and calm, but same time alerting… 😛

  44. pj
    pj May 12, 2012 at 9:57 am |

    Will there be previous maps eg. Tarus

  45. crazyone76
    crazyone76 May 14, 2012 at 9:19 am |

    very well done Virgil
    I’m a little scared that the game will be to easy with terraforming and 3 main ‘ships’ at once
    also the brush for terraforming is/will be slip proof?
    maybe you could add a enemy that attacks both you and the creeper like rebels. sorry if those things are already discussed. have been busy lately….. (mass effect 3, looking forward to ac3, looking foward to E3(still think KC needs a booth with nexi booth babes) o and offcourse exams tommorow)

  46. Ebon_Heart
    Ebon_Heart May 15, 2012 at 11:08 pm |

    Will we get to see one of your pointlessly large castles any time soon? I have yet to see one in a screenshot. 😛

  47. kyle ricketts
    kyle ricketts May 19, 2012 at 8:38 pm |

    i played creeper world 1 and 2 all ready if there is a creeper world 3 i could play that will be cool(ask me a question when creeper world 3 is now avalible to play)

  48. kyle ricketts
    kyle ricketts May 19, 2012 at 8:39 pm |

    hi

  49. Gentelmen?
    Gentelmen? June 2, 2012 at 11:46 am |

    Wait a Minute! If all your command nodes are destroyed,but you dont loose,then what takes creeper to do for mee to loose? Maybe it will sounds crazy but how do you exactly loose?

  50. Gary232
    Gary232 June 4, 2012 at 6:17 am |

    Virgil,can you post an screenshot of game menu? (if its done oof course)

  51. CPUmaster22
    CPUmaster22 June 8, 2012 at 2:19 am |

    CW1 & 2 had problems with lag on a very full map (tons of blasters, launchers, etc.). To fix that, an energy consumption limit was imposed. Can that be fixed or improved with CW3?

  52. Matthew Bond
    Matthew Bond July 4, 2012 at 11:24 pm |

    Ah, cool. I remember being (one of) the first terraforming advocate(s). It’s neat that you seem to have figured out a way to balance it for CW3. The creep repulsors in CW2 were also a fan idea… er, no pun intended?

    I’ll probably see CW3 when it appears on Kongregate. I bought 1 but not 2… I just didn’t enjoy the vertical dimension for whatever reason, just personal taste.

    I hope CW3 is balanced a little better… CW1 was fun, but not hard enough. I’m sure you’ve learned a lot about level design since then, though.

    1. The Last Spycrab
      The Last Spycrab June 9, 2013 at 7:04 pm |

      HOW THE HECK TO PEOPLE CHANGE PICTURES?!?

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