Development on Game 3 has been moving right along. Below is a new screen shot that shows some new cool features. First, you’ll notice three ‘Command Nodes’. Command Nodes are like the city in CW1. They get dropped down from orbit at the beginning of a mission at locations of your choosing. You can drop down as many as you have (you start the game with one).
Command Nodes each have built in reactors and can make a small amount of energy themselves. Each can produce packets as well. This means you can have separate battle networks if you wish. On large maps you might drop Command Nodes onto opposite sides and each will fight its own campaign. You can also link networks together. When you do this, energy is shared across the entire network.
Storage pods hold excess energy. In game 3 they ‘physically’ hold the energy within their structures. The energy in storage nodes always gets used up before the internal buffers of the Command Nodes. It can be a good idea to stick these around your network. This system also allows me to create pre-filled energy structures. Things that might be good for a one time use and that may be found on some maps… or that may be dropped from orbit during game play.
Collectors and Reactors currently work much like they do in CW1. Of graphical note, the green projection area of the Collectors now gets a little more polish. There’s a border, corner rounding, and proper conformity to terrain edges. I am considering adding a few twists to energy production… simple and subtle things like ‘higher ground yields slightly more energy’.
Network wise, you see a network similar to CW1. This was a very popular feature of CW1. CW2’s network was made up of removed terrain cells, but in Game 3 there is a return to path lines between structures. Again, I’m experimenting with some tweaks. Things like ‘max capacity on a line’ and ‘packet portals’.
And lastly you can see something in action in this screen shot that is a real blast. You can build little Terraforming units that, at significant energy expense, will raise or lower terrain. In this screen shot you can see I have one taking out the rocky area in the middle of my main base. I am also building “The Wall” on my southern flank. I’m putting a few pedestals so I can mount Pulse Cannons on them (they need line of sight). Terraforming is as easy as clicking the “Terraform” button and then painting the terrain. Once the terrain is tagged (you can see the areas I have tagged in this screen shot), you need one or more ‘Terrap’ units in range and they will go to work.
I continue to tweak and experiment on the interface for Terraforming, but I can say that it’s a blast to play with. If you like to build a base and camp, you can wall yourself inside a castle while you build your forces. Or maybe you are on the offensive… in that case a small squad of Terraps sent forward might open a channel to drain a Creeper pool. Or perhaps you want to dig a moat in front of a forward position to buy your forces a little more time. Or maybe you just need to smooth out some terrain so you can increase your industrial might… These and probably a dozen strategies yet undiscovered become possible.
I’ll be adding the Creeper pipeline system soon, as well as some totally new concepts. So stay tuned, it’s about to get good!
Good
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?
Actually, the game doesn’t end even if all Command Nodes are destroyed….
Command Node destruction is pretty rare… you will be able to ‘recall’ a Command Node during a mission.
Imagine there is a ship in orbit (where you are) and you have goods and supplies on that ship. You may have one or you may have three Command Nodes for example. You can deploy them during a mission, or recall them (subject to recharge times). So for instance you can drop down a second Command Node during a mission, or recall one.
If you lose all of your Command Nodes on a map, just send down a new one (if you have one). Or, you can give up, break orbit, and come back later.
You have made my dreams come true.
The multiple separate networks through command nodes, it’s just like my suggestion for buildings that can produce packets much closer to the front line then the city, or can be separate from the city and still function!
I’m all giddy now. 😀
As well as the storage units actually holding energy like someone else suggested!
Virgil, are you going through the suggestion forum for inspiration..?
I have a head full of suggestions gathered from the forums and other places. Plus I have a few crazy ideas which must have been whispered in my ears from the alternate reality.
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’! 😀
I’m as hooked on the games as the fan base is 🙂
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?
Terraforming is an extra challenge, but it is also an extra opportunity. CW1 and CW2 taught me that people like to experiment. The more tools I can give for strategic experimentation, the more strategies people develop.
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).
People like creating AntiCreeper. Who can blame them, it has numerous uses. But, it can get messy. Sure, you could terraform a lake and then fill that up with AntiCreeper… but that has limited value. Instead, game 3 plans to streamline the production of AntiCreeper. Well heads directly produce AC rather than ore. The AC in turn can be sent down a pipeline to large storage tanks. These tanks store the AC in compressed form. You can then build pipelines to hook up to things to AC enable them…. or you can just open a valve and let it run out. There are details still being working on, but this is the gist.
2 words for this:
Pure
Awesomeness
I wish I could be a Beta Tester for this, but I know that I’d never be lucky enough to be picked. Anyway, looking forward to this release already! Do you have an estimated time besides your last post that said ‘2012 release?’
then, if you lose all your command nodes in a campaign, do you lose?
Nope, you just need to create a new Command Node. Which takes resources from space. So you have to take that orbital ship and go get some (if you don’t have enough already). There will be many more details on the space based aspects of the game once I start coding them up….
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!
There are currently 10 terrain levels (0-9). You can tag terrain to change to any level. In the screen shot that is what the little numbers represent. If you want to change it again later, you can. It all just takes energy… so a wise player will terraform things that make good sense and save the rest of his energy for other affairs.
That said, I build a pointless and large castle on every map I play 🙂
“That said, I build a pointless and large castle on every map I play :D”
For this line alone, I LOVE you! CW should be classed as a drug, it’s far too addictive to be healthy…. *goes back to CW*
P.S. I’m really liking the fact that you reply to every comment you can.. It shows you’re committed completely to the game and everything that goes with making it HUGE. Good luck. 🙂
It isn’t always easy keeping up with the comments, forums, etc…. but I try 🙂
Definitely looking forward to it. Keep up the good work!
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…
If you have the energy, and the Creeper is at low enough levels this can be a viable strategy. But if the Creeper is low enough that terrain can completely contain it, then weapons are a better use of energy. Terrain can only be raised to level “9”, but Creeper can go much higher than that.
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.
I’ve not decided which units will be able to use AC yet. There will likely be an AntiCreeper bomber, and there may be other units as well that can fire AC projectiles. And there may be others as well.
*idea* for blasters and mortars and bombers, have a “anti creeper” mode for firing. instead of energy, it fires anti-creeper.
can also have a “leak” mode from blasters and mortars that will deploy creeper from the turrets to act as a shield.(leak mode is on or off, and does not interfere with energy or anti-creeper modes) a good deployment of blasters and mortars combined with leak mode can make a epic looking battle.
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)
There’s not limit in the code (I have tested with dozens), but there will likely be a limit in the game. Three or so will probably be this limit.
There is no packet creation limit. More energy, more packets.
Tunnels are probably not going to happen… they can complicate the interface in really wicked ways and prove difficult to manage.
i can understand the scrubbing of the tunnel idea, but i would recommend inceaseing the limit to 4(thinks of launching 1 command per corner of map)
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.
Currently, the Terrap units act on the nearest cells first, regardless of height. I may provide an option to toggle this to give priority to lowest cells first. Sometimes you want it one way, other times you want it the other.
I may support buried creeper. I likely will support buried artifacts.
Tech will be getting its own special treatment in game 3. Expect tech that carries over from mission to mission. There may still be some enhancement structures you can build per world, but some tech will be yours across missions once acquired.
Unity isn’t perfect as a dev environment… but I must say I’m digging (pun intended) the 100 fold increase in memory access speed (compared to Air).
Will the fact that it is in Unity instead of Air allow it to be on STEAM? I remember reading in a much earlier post that you tried to get it on STEAM, but they just shut up about it when you mentioned Air.
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.
Yes, terraforming is something I have to keep a close eye on. It can be really fun and open up new strategies. But at the same time it should make things too easy. Limits on terraforming are:
-It can takes lots of energy to manipulate significant portions of terrain. So, terraforming in the early portion of a game is very limited.
– You can only terraform ground within range of a terraforming unit. And that unit has to be able to land and receive energy. So you sort of have to be able to expand your base before you can terraform the land.
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 :)!
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!
Maybe so…. The question is what options there might be for what they convert Creeper into….
O.o raw energy that can be harvested?
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)?
Orbital attacks: Yes, to some degree. If you have the tech and the supplies, you can send down some things from orbit (barrage, supplies, etc). You will be limited to how frequently you can do this, though.
More Units: Definitely
Alternate game types: Very likely.
Awesome 😀 , that will give a nice realistic reason why you have an overseeing perspective. Will you orbital vessel ever get in danger somehow, or be able to land even?
With units I meant walking robots and such , maybe a form of repair bots to slowly repair your structures.
Will shields come back?
Will the enemy have no decisive tricks up it’s sleeve,maybe creeper gateways, that transport creeper across the map?
– Yes, the orbital ship can be in danger.
– A repair bot is an interesting idea….
– Shields and fields are related in game 3… still working on the mechanics
– And there will be some new enemies to deal with that have new tactics.
there is that new twist i was smelling earlier! first it was airborne creeper, then drones, now what lie beyond……
a combo of both? air drones that explode into creeper. nightmares for me tonight.
Uh-oh. I think I sussed it – underground attacks like the sand worms in Dune. Imagine one of those popping up in the middle of your neatly ordered base…!
That is a brilliant idea 😀 , I allways like those dune worms. Although it would be a bit annoying unless there is some sort of counter-defense(like sam’s protected from phantoms).
I hope there will be more terrain things, like lava, water, wildlife? That would be more realistic and it would be awesome to see the creeper destroy a world as you’d get the full feel of it.
Now if only you could trap and use that wildlife 😮
There may be a number of ‘neutral’ things stuck around on a map.
You allready have all the possibilities layed out 😀 , I don’t know why we suggest at all 😛 . Will you consider having more immersive features, more music types, some sort of in-game between mission interface similar to Starcraft 2’s battlecruiser interior so you can talk to crew members, weather would also be… intresting.
There will be a bit more music and there will be a much more immersive experience between world fights. That is consistent with my controlling theme in game 3: Keep everything in the context of the game.
I just replayed the entire first Creeper World game… I think I know a portion of the Third game.
In the first game, after you beat it, Platius tells you that space expands farther than the average universe. Then he tells you he will need you again at a later time. At the end of Creeper World 2, Platius takes the Commander from CW1… I have a feeling that the Commander is now in a different universe… I really don’t know if I’m right or wrong, so I’m just guessing.
The Universe is bigger than the ‘observable’ universe and there is more than one universe. That’s a lot of space and time….
So time and space just keep getting larger? You are making this large! But thats what unity was for.
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.
My impression is that the Creeper entered our universe from another to begin with. That being said, I further assumed that it had already conquered that universe and subsumed it completely before we ever knew it existed.
… Wow! I’m impressed.
Orbital repulser support to ridiculous? don’t want to start an orbital attack thing that could get messy, but it would be interesting to be able to push the creeper lightly around for a few seconds with the mouse.
Can’t wait for it:)
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 🙂
Andriod and iPad version will follow any desktop releases. One of the reasons I chose Unity was for this reason. That said, the pad versions will be ‘different’ versions of the game since the scale on a pad is completely different. You basically have to play zoomed in when on a tablet so as to make the units big enough that your finder can click them. There are also memory and processor constraints. But, once I get to them I’ll do my best to make them honorable Creeper World titles.
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?!?!))
Will there be fields like in Creeper World 2? They give so much more potential for map making!
I”m still working on that part…. but probably. They will work a little differently but ultimately should be even more flexible.
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. 🙂
There is a certain symmetry between what the Creeper is doing and what the player is doing….
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?”
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?
The AntiCreeper pipelines are still something I am experimenting with. They might be their own separate network, or they might just use the existing network… or they might be something else (there are a couple more strange things I am trying). In any case, there will be production of AC on the map, storage, distribution, and use… all on map.
Fields are still in the planning phase. I can certainly support fields that point in many more directions than 8. The biggest issue is visualizing them…. But work is to be done in this area, so we’ll see.
The rule “only fire at current or lower terrain” is still in effect. This simplified rule provides a clear and easy to understand restriction on some weapons. Other weapons, don’t have this concern… but do have other limitations. Think of each unit like a chess piece. Each with it’s own capabilities and limitations.
As for how you lose the game… More detail later. But think of the game as bigger than any one mission….
RPG!!!!!!!! <3 <3 <3
I sincerely hope not, being able to mindlessly farm old levels to get upgrades would completely ruin the game for me. However, I wouldn’t mind some abilities carrying between levels. And then instead of having custom maps, we could have custom sagas!
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.
Don’t worry…. I like for units to be unique and distinctive, each with it’s own clear purpose and tactical/strategic value.
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.
I do plan to still have ‘arc worlds’…. These are worlds that relate to one ore more stories. But you can choose to explore and finish them, or not. There are plenty of other worlds you can spend time on as well.
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…
I could maybe see something like that. A special spot on the map the gives the controlling side an effectiveness bonus. For the Creeper it might mean that if it is covered by Creeper then emitters produce 25% more Creeper than they would otherwise…. or something like that.
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?
Not sure about the nexus… something similar to it perhaps.
i know this is probably only a 10% chance but will there be a ds version of any CW game
More like 0.01% chance….
I can understand this. The screen would be too small for both CW’s. I know what I’m about to ask is most likely an even lower percent chance, but here it goes. Will any of the CW’s come out on the Nintendo Wii??? Just curious, and I know the chances are against the answer of yes. I just have that feeling.
Does that mean that there is already a mobile version of CW1 and CW2, or is that going to be for CW3 only?
The CW3 engine will be ported to mobile… and games will spring from that.
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?
Variable emitters? Perhaps.
Old character(s)? Yes, but not what you will be expecting.
Long missions? Individual world assaults may be anywhere from 5 minutes up.
Speed control? Yes
will the player be able to make shield generators.
Something like them is possible. Exactly how they work is still in development.
yay
I still can’t wait! I certainly wish there were more hours in a day you’d get more done!!
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.)
I’m allowed to dream of such things at this point… what happens in the final deliverable will be somewhere between what exists now and what you describe…
Just the fact that you’re attempting it makes me want to call you awesome.
I hope you don’t get tired of hearing it – you’re awesome.
‘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.
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?
Better control over flying units and where they apply their fire power…. you are in luck in game 3.
Something like them is possible. Exactly how they work is still in development.
yay
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! 😀
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.
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.
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.
Everything takes energy to operate… weapons will of course be a major draw, but other things could take energy as well. ‘Beacons’ are still in the ‘TBD’ column for game 3….
I’m wondering more about an ongoing cost to merely exist. For instance, will idle structures be essentially free to maintain, or will it take a small investment to keep even an idle blaster in fighting shape and condition?
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.
That’s a very interesting idea. A general brush ‘shape’ would be easily done. At the very least this might make it easier to draw walls and landing pads.
Well, it looks like anti-creeper still exists. That could be one setting. You, however, have something else in mind, I suspect.
No promises…. but yes I am experimenting with some new concepts.
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?
1: Who hasn’t 🙂 Never played it, though. Too busy developing…
2: They are interconnected… that’s all I’ll say at this point.
Thank you. I appreciate the compliment.
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.
Yes, the menu at the bottom of the screen is currently temporary. It will be designed much better before the release.
Is there more epic music on CW3? I really loved CW1 musics, so hyptonic and calm, but same time alerting… 😛
Yes…. There will be plenty of music
Will there be previous maps eg. Tarus
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)
You’d be surprised how tricky the Creeper can be on a larger map with more terrain to deal with. I’ve had cases where I had to retreat a Command Node… and that’s before any of the new enemies are added.
But in general you are right… balancing the game is a full time activity and not something I leave to the end of the dev cycle. I’m constantly balancing as I go…
sounds good I hope it will be a difficulty leap from cw1 to cw2 or maybe twice as hard
Will we get to see one of your pointlessly large castles any time soon? I have yet to see one in a screenshot. 😛
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)
hi
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?
Virgil,can you post an screenshot of game menu? (if its done oof course)
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?
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.
HOW THE HECK TO PEOPLE CHANGE PICTURES?!?