After last week’s image, I got a number of questions and suggestions about beating the level. ย So, this week’s images are the remainder of that mission. ย As you can see, I held the hill. ย The Creeper may one day take that hill… but not today.
98 Responses
Page 1 of 1
Comments are closed.
Flying in formations…. i love it!
Will there be multiple choices?
Here we see them flying in 1 line, will there be other formations like triangle or a horizontal line?
The formations you see in these shots is a result of selecting a group of units and then sending them to attack along the same line. You can select and manage multiple units, hence this result. If you wanted to individually set different units to attack on different vectors, you could do that as well. In that case they would assume whatever formations and arrangement necessary to attack on the specified vectors.
Will you still be able to destroy emitters?
Yep
*chuckles* Wow, before this I was uncertain how having larger maps would affect game play, but it seems to turn what used to be individual levels with a strategy for approaching each into a building a small command and conquer empire. What ever happens to these economies after their set? Clearly they produce a *ton* of energy and it seems just leaving these alone would be a waste.
Are the flight formations just happen stance, or intentionally coded in?
The current plan is to allow you to revisit worlds after ‘beating’ them. Though, you may decide to leave even before final victory and come back later.
Wow looks really cool. Cant wait to make osme maps on this. I loved creeper world map maker so i will like this
nullifiers back and better than ever ๐
this map took more than 70 minutes, were you stallled with other stuff or did you take a regular amount of time on this?
I took my own sweet time. I also accelerated time by 4x at some points since I wanted to get to nice spots to take screen shots. I could probably have done this map in 15 minutes or less if I was really trying (and not obsessed with holding that hill).
I see you kept the 30 frames per second. What’s your reason for keeping it at thirty? Wouldn’t, say 60, make the game “smoother”?
30 is pretty smooth. The trade off is the scale of the game verses the refresh rate. In this game I update the Creeper simulation once per frame. In CW1 is was once every 7 frames (or so). In CW2 it was half every frame. All CW games are also frame locked on purpose. This is so that all games are fair for all players regardless of system speed. 30 fps works out to be smooth and playable with good physics updates and also not so high that it reduces the scale. For instance, I could keep everything the same, switch toe 60 fps, cut physics coefficients in half. The result would be a tad smoother, but the overall scale of the game would be cut in half (the biggest map you could run would be half the size).
That makes sense. By the way in the last picture is that a Nullifier going off?
When is the expected release of cw3?
This year…
Whoa how much this community and game has grown. I totally forgot about this game and suddenly found it hidden in the depths of my file server. Decided to install it and play; nostalgia trip!
I think I bought CW 1 when it initially came out and I remember when you created the blog a while later and were starting to think about and create the second iteration of Creeper World. Now you are developing the third version and have a massive community on the CW Forums awesome to see this game go so far!
Just thought I would put in a good word. Keep up the good work mate!
Things have continued to grow. It is amazing to me how my little experiment with alternate physics and gaming took off. The community that grew around it has carried it to ever higher levels.
Could you please make pictures of avaivable buildings? Like show us all unit types,cuz its hard to see details of units in pictures
I’ll do some zoom in shots soon.
I mean its hard to see what are those red building on screenshot,obviosly those are mortars with blasters but i want to see details
Download the images and zoom in with your favorite image editor.
Hey man,i have an idea for new unit type-ita like chopper that fires blaster lasers,you can take an advantage of chopper gunner and control this chopper,it can also have rockets that you can fire every 5 seconds. But ammo is limited you will have to return to base,load up and then you ready to kick ass again.
http://www.whiteboardwar.com/
๐
xD Oh my god that game is using my idea!!! ๐ But seriosly,i’d want some sort of AC130 that fires lazers not blue…oh…” things ”
That was my ‘return to making games’ game. Made it back in 2007 and had so much fun doing it, I went on to create other things.
How do emitters actually work? As in, where do they get infinite matter from, before dissolving your structures or the cracked blocks in cw2? That always puzzled me.
The emitters are linked to another dimension…
Yeah, the workings of the emitters are mysterious even to the inhabitants of the story. Aliana had a good idea, but the actual workings aren’t revealed in the CW1 and CW2 story line…. but more insight will come in game 3.
Perfect response. Loved that game.
Also, I’ve been looking at these images for a little while, and I’ve got some questions about the terrain. On a lot of the terrain, I notice that certain parts are colored/textured differently than others. It seems that this is directly related to the height of the terrain, but I’m wondering how it’s related (Is it just the height itself?) and will the textures change on a level-by-level basis, depending on what the theme of the level is?
Currently, the terrain texture is related to the height. So level 0 has a texture, level 1 another, etc. This makes it exceedingly easy to use the editor and to change the ‘theme’ of a map. Different worlds can have any set of textures that they want, so you can make some pretty interesting looking places. You can also use the same texture for each terrain height and just vary the brightness.
This looks even better! I’m soo ready for a beta version to come out! How has the work gone on the creeper pipeline and the space aspect of the game?
I’ve been working in other areas… even more important things.
how will the story mode level system work?
CW1: planets(or galaxys cant remember)
CW2: Days
CW3: ???????????
This is still under wraps at the moment. Mainly because I am investigating different models.
I’m worried this game will get to a point where you would rather just play it than develop it further and get it published, Virgil. ๐ Considering all factors, you do a wonderful job of resisting the temptation of your own game.
Not always ๐
WOW! Thats alot of aircraft you have there! I guess air support will be very useful huh?
If you have enough aircraft, it can be very useful.
Hey Virgil,do there will be sample games for kongregate? I dont know, like ” Creeper world 3:Venegance ” or something?
There will, after the release, be some smaller games based on the game 3 engine made available at knucklecracker.com, kongregate,com, or any site that hosts unity games. They will likely come months after the initial full game release, though. But, there will of course be a free demo of the desktop game.
Is Old man coming back?
There is an old man, yes.
Woooohou!!!
Grauniad’s coming back? ๐
WHEN? He was awesome. Oh Chani’s good too but…
No, it was a joke. I always call GR the Old Man. ๐ So when he said the Old Man was coming back, I had to ask about Grauniad.
I know that ๐ I was around when he left and when yall called him the old man! I want him to be more active again…
Virgil,will you upload a screenshot of game menu? (if its done of course)
Menu polish is usually one of the last things I do. So final menus and stuff won’t be ready for some time.
Are you going to unlock new unit types by playing each level? Or you will have all units at the start of the game?
New things will become available as you play.
Have you been thinking about multiplayer? Ive seen many people complaining about it
PvP in real time is something over the horizon right now…. but not off world.
Virgilw i have an idea of new weapon,i hope you like it-so its called ” Stun Bomb ” its pretty much like that bomb from cw2 that converts creeper onto anti creeper,but this one is diffrent,when it detonates it like stuns the creeper and it will stop floating for like 5-10 seconds. I hope you like this idea.
Freezing the creeper is something I have thought about adding…
I bet many people had this problem-you move your blaster out of collector range,it runs out of supply and creeper destroys it…so my new idea about ” Stun Bomb ” could be intresting for ya Virgilw.
That’s why you move it back, or don’t move it out of collector range in the first place… And don’t expect outlandish new unit suggestions to make it into the game.
lol ebon heart, someone always has to shadder the idea guys dreams ๐
ANYWAYS, virgil, will there be a mode to turn off the ground formation and make it pixelated like CW1?
Maybe. It isn’t hard to toggle between the two, but the little diagonal pieces of terrain count as terrain units can land on in some cases… but this is very minor.
Hey,i am not complaining about your ideas so please dont complain mines.
My ideas are not unreasonable, or unbalancing. You have to think of the possible implications of everything before you suggest some wild contraption to add to the game. How will people use it? Will it be unfair? Will it be too powerful, not cost effective? (and adding cost is not a good way to balance out an outrageous new unit). Virgil’s been doing this a while, he knows what he’s doing. Commenting on his work is great, but don’t act as an intelligence inhibitor core. If you’re unfamiliar with the reference, this was a device created in Portal 2 that was made to inject a constant stream of bad ideas into a super computer and limit its intelligence. We like Virgil’s intelligence, so please, just stick to responses. ๐
Virgilw can you tell us how much have you done already? ( in % )
Very difficult to rate…. but one way or another I am working hard to have the game ready by late in the year.
Awesome! Cant wait to try out the demo!!
What about that pulse blaster?
What it does?
Blasters destroy small amounts of creeper. If you’ve played any prior creeper world game, you should know that. They’re the bread and butter of creeper world weapons, since they’re pretty consistent with their destruction, and have a pretty fast firing rate.
Not quite. Pulse blasters destroy an area of surface creeper, making it highly effective against shallow pools.
They’re a counterpart to mortars, which are for deep pools.
Virgilw can you tell us the exact relase date? I know that it will be this year but can you tell a current month?
Can’t nail it down…. The schedule is very, very tight but before the end of the year is the plan.
Game still looks awesome! I’m ready to play it!
I actually find myself having very little to suggest and/or criticize this post around. Keep up the good work, man. We’re all itching to see more. We’re still all curious what the AC pipeline system will look like.
Me too ๐ I go back and forth on the idea of a dedicated line vs just re-using the existing node network. It’s possible to just create slow moving ‘anti creeper packets’ that move around on the existing network.
I think a dedicated line could make for some new and interesting game play. The existing net work already does a lot in my opinion
I would greatly prefer a specialized AC network – it might have different characteristics, like longer range in exchange for slower speed, and limited angles (pipe angles are usually 90 degrees) in exchange for the fact that destroyed pipes spill their contents, meaning that active pipelines automatically dump a countermeasure on the map when they’re damaged.
Only a few ideas, but this is one of those things that can add a lot of intricacy without adding a lot of complexity.
Also, with longer link ranges, it would be easier to weave it into the energy/ammo/construction packet network without having so many nodes on the map that it inhibits construction in general.
I notice on the 5th picture there seems to be some kind of mesh or grid between the collectors and island. Is that something or am i seeing things?
I think that is the graphic for land being terraformed.
Those are marks indicating where the terraforming units should raise the terrain. That’s why there’s a bridge between the island and the ridge in the last sets of pictures.
Those are probably the numbers indicating what level to terraform the terrain to so he can build an energy bridge to the island.
If you’ll notice, his entire energy chain is built on terraformed land, since that ridge was too thin for any structures at first.
Exactly, that’s land I have tagged for terraforming.
One possibility that CW2 allowed for was that of resource-limited missions. By locking Reactors and providing Crystals, you could provide a hard limit on the amount of energy that a player could ever use in a mission.
Will we be able to do this again in CW3?
Also, I noticed that in later custom maps had Anti-Creeper emitters to provide an infinite supply, but were locked to one location so that you had to have one Maker vacuum it up while others produced it where needed. How do you feel about providing a more direct way of doing this, like a ore deposit that never exhausts? What about ore deposits (or equivalent) that provide a greater than usual yield?
Yes, there will be a way to lock units, etc. on some worlds. The anti-creeper production will also be streamlines top skip the ‘ore’ concept. And on some worlds you will have an unlimited supply.
Will there be a way to provide a limited energy supply?
Nemoricus stated that he wanted to lock buildings, like reactors, but nodes produce energy, too. You just can’t play without nodes.
I think what he’s looking for is the ability to produce a custom map that gives you 10,000 energy and no ability to produce more. You defeat the creeper with 10K energy, or you lose.
It’s a simple concept in CW2, but with energy-collecting nodes in play, not so much.
You are wright Jackson,there is some sort of web…
Hmmmm…still no response from Virgilw,probably working hard on cw3 ๐
I’ve been so busy it isn’t even funny any more ๐
Are you sure you’re still sleeping beta could have sworn you were pulling all nighters to get one on CW2’s games out!
There are four responses to Jackson’s comment, one from Virgil, about those marks. They are the indicators of what level the land should be terraformed to in order to build a bridge of nodes to the island.
is this what the final version will look like, or are you tweaking the graphics as you go?
All graphics, units, textures, etc are subject to change and always being tweaked.
I know what blaster is…just Virgilw sayd there will be some sort of pulse weapon….i forgot how its called
That was the artillery piece, probably. According to previous comments, it has huge energy requirements, and will continually bombard a single point that you designate.
All of this is gleaned from hints in the comments, so may not be 100% accurate.
Just wondering what the estimated release date of CW3 will be? Bought both CW1 & CW2 and loved em.
When it’s ready is the best guess.
Though last I heard Virgil is aiming for a release before the end of the year.
I WANT THIS TO BE EPIC!!!!!!!
I think that there should be a button on all the weapons, that switch them between regular firing mode and AC firing mode, and when they are in AC they will shoot balls of anti-creeper instead, and are supplied by AC packets instead of regulars.
That would be a little difficult to balance, seeing as it would make AC wellsprings into basically another energy source, making it that much harder to run out of resources to power your network.
Now, a mode where weapons consume BOTH AC and energy, in exchange for being able to deliver AC directly to the battlefront as you describe, might be more within the realm of possibility.
Energy is exchanged for destruction of creeper, as always, and AC is exchanged for having the properties of anti-creeper, as always. The unique function, being able to deliver AC directly to the creeper itself, could be justified by the double cost.
Not sure this is appropriate for every weapon system, but the balancing is easier this way.
Virgilw,you seriosly have to fix that strafer and bomber bumping into each other,at 6’th screenshot strafers are just ” standing on each other. ”