Finishing a game takes lots and lots of work. I often get asked by aspiring game developers what they need to do to get started… My answer is usually that ‘getting started’ isn’t the right question. It’s figuring out how to finish that should be of primary concern. So I’ve been intensely working for the past… how many weeks is it now? The video this week shows some of my progress as I make my assault towards the release.
Looks amazing
Worrrth the wait! Man you’ve clearly been busy, everything looks amazing!
Yes I am looking forward to this. How much will it cost to get it? and I enjoyed creeper world 1 and 2 almost play it daily, thanks good work. It dont crash and stuff like other games i played that you download. thanks
I won’t set a price till it’s ready to ship, but it will be be in the ‘high value for your money’ range typical of many indie titles.
http://uncyclopedia.wikia.com/wiki/File:Dr_evil_one_million_dollars.jpg 🙂
Woo, this game just looks so amazing. Can’t wait! Well, I can, but it’s just a saying, ya know?
I nearly fainted when I saw this post.
This is going to be so awesome…
I want to spend all the money on this. I need it.
So after getting a lot of this in will things start going faster?
Woah! A bunch of the past maps all together at once! Please tell me this sector will be in the game 🙂
worth the wait any hints to a playable demo? or is that still months down the line?
I’ll likely release a demo at the same time the full game becomes available.
Interesting tidbit, the Inhibitors don’t leave a PZ. Obviously you don’t need one since it will end the mission, but it’s still something that caught my attention
When can I buy/play?!
wonderful <3
12:40 the unit thats always lost randomly. I knew it would happen and Iwas watching that spot continuously. 😉
Virgil, at 13:54 is there one of your kids crying in the background?
also at 15:00
Lol I was wandering if anyone else caught on to that 😉
Virgilw- Do your kids(or whoever they may be) play the CW saga, or give you any ideas?
Most likely, that would be Virgil’s and Chani’s baby – probably around a year old, if I remember right.
He’s almost 2 and a half (time flies). He was on skype talking to his grandparents and when it was time to hang up he likes to scream “BYE!” at the top of his lungs.
I hope he grows up to enjoy the saga like we have!
CREEPER WORLD FOR EVER!
That make a cool title… 😀
Would be cooler like
Creeper World 4 Ever
Who gets it?
Wow, amazing how far it’s come since the last post! I love all the little interface polishes, like the trails left as you reposition a world around a star.
Thanks for showing the PZed collector and relay; out of a weird sense of knowledge completionism, I was really curious (and apparently I wasn’t the only one).
What’s the “Planetary Shield Unlocked” message after finishing and leaving the second world? I thought that the goal of the second world was to destroy a warp inhibitor, not unlock a planetary shield. Or was that message just still hanging around from before you entered and played the second world?
I can’t wait to see a bertha on a PZ.
In that build the “World Unlocked” message shows at some times it isn’t needed. So after completing the mission and returning to the space view it showed again. This is because there is intrinsically a shield around that world, and you have the key. I’ll be fixing this so it only shows when you first arrive at the world.
Was there ever a video for Dr.wall?
IIRC it was just a screenshot taken, letting us imagine as how to approach it 🙂 Maybe we’ll be given the chance to approach it now, after all 🙂
OK. I’m starting to hold my breath, NOW!
I just love this video. Heres something I thought about:
First, I would like to say, did anyone notice how weak the blasters appeared in this video? It took forever for the blasters to clear all the creeper on the first world after the emmiter was destroyed. Once the second mission had started, the mortar was already unlocked. Will there be any dialouge or anything to show that it is unlocked? Finally, I hope there will be more of a benifit of PZ relays. Compared to the collectors, they look on the down side. Maybe faster packets or anything connected has extra health?
#UberCollectorsrule(:
the blasters were scaled back to to balance the creeper power and there power
its sets a proper example of what it takes to fight through the creep
I also thought the blasters were really weak compared to CW1 and 2. I also noticed that they shoot a few times and seem to rest. I couldn’t tell if it was running out of ammo or cooling off…
Cannons that aren’t upgraded are indeed fairly weak. But you can also build more of them since most maps are bigger than in CW1.
Aside of further increased packet speed, what other benefit could relays reap from PZ’s?
farther reach
Yes they should definitely have faster packets.
god i cant wait. broke my arm and cant play league of legends so now i want this even more since its only mouse. CANNOT WAIT
The game looks more and more awesome every time you give us a peek Virgil. I cant wait to get my hands on it. Do you take bribes?
Cant wait, looks great already
Thank you so much for the update!
This approach to the campaign looks very good indeed. I hope there will be some planets within it that are not required, more like optional worlds to visit within the campaign, still containing some piece of lore and story – maybe something that happened to other colonies? Such optional missions could be used to flesh out the universe of “creeper world” quite nicely. But if not, I guess those thousands of “chronom” maps will add enough optional gameplay 🙂
Question concerning the save slots: Do we have a total of 4 slots available for the whole game, or are those save slots you shown separate for each planet? Like, every planet has up to 4 slots?
Question concerning custom maps: Will it be possible to create whole star systems to share with other people, as in creating own custom campaigns? It would be a shame if we were limited to publish single maps only, now that you introduced some nice mechanics to accompany the campaign. It’s always great to see some progression, and while one can certainly do this on different missions that are not strictly linked to a same star system (or multiple ones spanning the custom campaign), it would be nice to have them all connected that way, as in giving it some more sense of a campaign.
As to the Alpha System: I really would enjoy seeing what the beta testers have created so far, and it would be a nice optional addition to the game. It’s basically already existing content, and no one is being forced to play it if he doesn’t enjoy those earlier creations – but for those following the development of the game for such a long time, it would be a treat to play them (once the campaign is done, that is :D).
Out of curiosity, will you be able to replay earlier missions from the campaign with upgrades you find later on in the campaign, or is the tech tree “locked” to the state it should be when you first visit a certain planet?
Thank you again for your update,
I believe I can speak for all of your followers if I say that we are looking forward to the release now even more so than ever – if such a thing is even possible 🙂
Molay
There are 4 save slots per planet (plus the ‘auto’ slot).
Currently you can create all the worlds you want in your system, and soon you will be able to upload them. Others will be able to see recently posted worlds, or worlds by other criteria (like tags). When another player downloads one of your worlds, they will actually get an overview of all of the worlds you have uploaded. So they will see a star system populated with the worlds you have made available. When they finish one world they might decide to visit and play other worlds you have created since they will be right there in the same star system.
I may, as in probably will, include some number of maps made during development. As you say, might make a nice unlock after the story or other objectives have been completed.
Will the Alpha/Beta maps be set with only the items that were shown during those videos/pictures?
IE: if I booted the first maps, would things relays be locked? They were an option for the campaign, but during your early builds, they weren’t implemented with the speed boost.
Any included Alpha maps will likely get a once-over and appropriate updates before they are included. So some of them may have restricted tech. Others may play fine with the extra goodies, so they will keep them. I’ll update my maps as appropriate and let the original map authors decide what they want to do with their maps.
most likely, all maps that are not for test will be included.
Thank you for your reply and time 🙂
Concerning the custom created maps, will it be possible to shield them, so in order to access them you’ll have to destroy an inhibitor on another custom map you created?
I’m happy to hear the alpha maps will likely be included 🙂 I’m really happy with the idea of having to unlock them, too. After all, we all like rewards 😀
Molay
Why such a small number of saves? Can that number be increased at all?
Also, I have found alternating auto-saves (using two auto-saves instead of one) to be a best practice. In the case that one gets corrupted, you will still have a backup if you forgot to save. Plus you have the option to go back further if the recent auto-save is not far enough back to undo a major mistake.
Also, while on the topic of UI. Will have the option to have different accounts in the game? So for instance, if I want to play my campaign, I log in with my account, and if my friend or sister wants to play they can create their own account without affecting my current campaign or high scores. Is this something you consider adding to the game?
You do realise there are thousands of save slots right?
Creeper world isn’t the type of game where you really need to have a lot of saves to fall back on each world, because the nasty surprises aren’t really game ending unless you were already doing badly anyway.
3/world is plenty I think.
It sounded like there will still be an option like Chronom and Code missions, is that correct?
There will be thousands of missions scattered out in other sectors, all of which will be procedurally generated. I am also planning to include a random world maker that will allow you to enter parameters, then get a reproducible world. The code will be something you see and can share with others. So this will be like code missions, just flipped around a bit so you have control over the map, not the code.
I was wondering what happens if you land Command node on PZ?
In addition to CN’s, I have more to put in about PZ treats.
As far as I can guess, every statistical attribute of a unit and structure gets boosted on a PZ. Static ground units have increased range and/or fire rate. strafers shoot faster, shoot more rounds per shot, and each round deal more damage per shot, bombers I guess carry more AC and makes its drops more efficient, I assume guppies fly faster and have bigger cargo loads.
And as far as CN’s go, I think they get greater range and/or more energy plus AC storage. And/or maybe they produce packets faster.
Speaking of packets, I know this was addressed a long time ago, but is there a limit for how many packets can be distributed from a CN like there was for CW2; the LS could only distrubute packets at 60 max which meant having a collection rate of above 60 was null.
He has explicitly said many times that there are no limitations on number of packets per second. It could have changed, but I highly doubt it based on how much more efficient Unity is than AIR at being an engine. Adobe makes awful software, in my opinion. Too bloated.
I really hope to see the alpha sector included. I’d love to play some of the maps that formed our picture of what the game would be like for all these months.
After watching a few videos I wanted to ask. Does a command center has an option to decide where it will send packets? Like in CW evermore – construction/weapons/aether? That was a great feature for those like me who love to overbuild and be short on energy afterwards.
Blown away; I didn’t think it was going to get any more awesome!
Is this the first video you’ve shown us in which you have moved a command node? You’re usually quite definite about the ‘heart’ of your network…
Keep it up: incredible quality here!
*Mouth hangs opens*
*Blacks out*
I am curious about the star map.
Will all of the missions be organized in a linear fashion, or will there be crossroads or optional missions?
If there are optional missions, will they have a practical incentive like a permanent perk, or would they be more like flavor dialogue/backstory?
I hope that there will be both, but nothing is really confirmed about the story progression right now.
I’ve noticed you use “him” to refer to emitters, and that got me wondering… what’s the actual living part of the creeper, the liquid or the emitters? Or am I just over-analyzing things?
42ah42, I do not think you are over analyzing. I’ve been wondering that to and I thought the ‘liquid’ part of the Creeper is living, it may be a multitude of individuals that ‘creep’ 😛 , over the landscape, and the emitter is like a home.
My second post ever!
Woot!
Guy Who seems to be on fire
Huh, I guess I never considered that it might be a ton of mini soldiers. Although if it was, I wonder how they can be compressed as in game 2.
Any help on this, Virgil?
You would ask a tough question like that… 😀
well, most of us from cw1 had a discussion on what the creeper actually was – and the product was something along the lines of the emitters being the ‘living’ part, but not intelligent, the nexus being one ‘individual’ and the creeper basically just an excrete of the emitters.
PS. Couldn’t find the thread, but it’s title is something along the lines of ‘Nature of the creeper’ or something like that.
well in CW1 the loki evolved into the creeper, I took this like the shape shifters in Star Trek DS9 that exist as one ocean made up of all the individuals that chose the be part of the collective on their home world. i guess I assumed that the emitters were a tool to move this ocean around. I also assumed that by killing creeper I was not getting rid of individuals, just making them take up less space. My guess was the nexus was a tool that was able to convey the collective will of the creeper. I look at it like a political party, you know a bunch of idiots that all have the same thoughts and are represented by some mouth piece.
finally! was waiting for something exciting to happen
Suggestion: for the “My system” could you make it so planets can orbit in a different way around the star, still in a circle but closer and further from camera? that may help the systems feel a bit more real, and cooler
This looks amazing! Leave the alpha sector please. 🙂 I have been wanting to try your maps. they look quite interesting.
Will there be a package for creeper world 1,2 and 3? My computer died, so I don’t have it anymore…
While I”m certain Virgil will offer a package, you can also send an email to support@knucklecracker.com and give them as much information about you past purchase as you have and you can get a new download link for your past purchases. That way you don’t have to wait.
As per alpha missions, I say that the ones that have clips at least ought to be included upon release.
And after seeing what benefit collectors reap from PZ’s, I have a sense of Deja vu; The range increases by 4 times and thinking of that made me realize I have the same user name as a PZ collector’s acronym. It’s a positive thought that came to be so in light of the bad weather in my location keeping me awake at this time of night.
In addition to that, I respect the testers who do not want to let their Alpha maps be included in the final product, but for each map that is compatable with the final CW3 setup, I would personally really like for them to share all of them.
I’m interested in the beta testers’ maps as well.
I would like to play them but only if they are balanced for the final build since units and game elements have changed drastically
Thanks for another awesome video, Virgil!
I don’t know if I should be asking here, but 1) is CW3 in beta yet? 2) how can I become a tester?
I also found some of the fonts difficult to read, especially the ammo amount.
Stephen Angelico, Since he says he’s finishing up, I can give a fair guess it’s in the VERY early releases, just after beta. Beta is more so bug fixes, not always, but most of the time, and you can’t become a tester. Only very good friends and family (I think, maybe co-workers, if there are any, also) MAY be able to test. But no one who doesn’t know Virgil in real life can beta test CW3, I believe.
Sorry.
Well, actually, (being a beta tester), most of us are/were mapmods for cw2 – and that was basically just being active on the forums. If you did, you probably don’t have a chance for cw3, but maybe cw4…
Would it be feasible to become a beta tester only by being active on the forums? I don’t find myself nearly creative enough to create maps…
People can become beta but you have to climb ranks first.
Btw, the ammo amount is the red bar when you mouse over/select a pulse cannon, or any weapon in general, you know that right?
Speaking of Unit stats like ammo, I would still like to see a way to interpret the rate of collection and how much energy a starving network lacks. I know that the red connection lines mean the network is short on energy, but nothing specifically tells you how much. and nothing tells you the speed of which energy and Ore is collected.
Yes, the red bar belonging to the Command Node(s) shows how much energy you have, but nothing shows how much you are in the negative, like in CW1/2.
Nor can you tell exactly how much energy you are making. All you see is how much you have (not including what you don’t have). Maybe this will fall under CW3 patch updates like a lot of things did for the patches for 2 and 3. It may also include UI controls that become or maybe still are high in demand that have not been good in supply.
Wow. I hardly noticed how much easier it is to tell what comment replies to which one in this blog layout than it was with the old layout.
if you go back to the Creeper in the Wind video Virgil demonstrates the top status bar. that can be hidden. http://knucklecracker.com/blog/index.php/2012/09/creeper-in-the-wind/
I really hope the alpha sector stays, it would be such a shame if those maps just goes to waste.
well not necessarily a waste, it went into the development of the game and testing of new codes/units.
When people complain over how long it’s taking to “finish up” a project, I like to quote the ninety ninety rule.
http://en.wikipedia.org/wiki/Ninety-ninety_rule
i saw this on the last blog post that could be considered spamming
I didn’t post it, nor read through the comments of the last blog post.
I posted it because I thought it was relevant to Virgil’s comments in the video.
Thanks for mini-modding though.
just giving you a small heads up
I actually have a coding book from back then when coding was done by typing punch cards…
with the keys, to locked worlds, can that be added to the user levels, so that people would have to play a certain story mode in order, and not skip around, as the developer of the level intends?
I too would like to see a user submitted “campaign” mode with keys from one world needed to play the next. I’m sure a lot of map makers would too.
I third that motion. It makes it seem like CW3 could have its own User Space and better define custom map campaigns.
I fourth that motion. It would also make it much easier to find the sequels to a map you already have. That was a real annoyance in CW1 and 2.
will we be able to make multiple systems in our sector or is every world we make in one system?
Hey! Virgil! Shut up and take my money!!!
I can’t wait for this game.
well this is actually taking much longer then originally intended, but just the levels we have seen here, videos and screen shots, makes it 73.41% the wait (maybe plus a few levels) but the whole story will make it much more then 100% worth the wait
As someone still stuck at stage 13 in CW2 and therefore unable to finish the story, my question is, will CW3 have similar choke points? Perhaps after some number of unsuccessful attempts a way can be given to allow a player to proceed? I’d love to see the end of the story from CW2 but my inability to get past The Horror means I won’t see it.
Must say that CW2 campaign was pretty easy one. CW1 had that one crazy map. I actually hope we see similar maps again in CW3.
Which crazy map?
I personally thought CW2 was harder. 18 and up was harder than the last level :p
I really loved the map draco from cw1. It was the most unique! But now that I think about it, he was probably talking about IX. The map where u get the bombers. I, to, would love to see some advancement method(this could refer back to the possibilities of difficulties?) But, if you really cannot get past a certain level for so long, you can 1- pause and play it until you figure it out, or look it up. If I remember right, horrors is the map where the player must get to the pods before the creeper destroys them. I would suggest build energy first, get the top pod and build some defence to attack to the right, then add any other fefence while rationing your time attacking to the right. A crucial rule I made is “If you currently have energy, you are doing it wrong.”
I found Ix easy to do, actually, even on Double Down. Just make two lines of Collectors to the drone tech and nanobots, build two drones, and send them on a bombing run to the craters. I think he meant Tucana. That one was awful. Easy if you know exactly where to put the Mortars on the ridge, but still awful. Day 13 is decently easy too if you pause a lot and make sure not to starve your energy reserves. Of course, I’ve finished the campaign and consider myself a somewhat above-average player at this point, so take my opinion with a grain of salt. I’m not sure a skip button is necessary since the pause button is so wonderful. I hope the frame-by-frame stays in this game, though.
Yep it was Tucana. I think my playtrough took one and half hours.
There were a few hard maps on CW1 and 2 but they were in a rather random order. In both 1 and 2 I in fact found the last maps to be the easiest. Hopefully in 3 the difficulty will increase steadily over the course of the campaign.
There are other ways of getting help on that — there are many different threads on the forum, and a few youtube videos that can help.
None of the CW2 campaign maps are terribly hard if you know the tricks. If you go look around in the forums there are spoilers to help you get through them.
http://www.youtube.com/watch?v=mKOSFIM-ixc
Walkthrough for CW2 lvl 13
I know what you mean. Just check Youtube for walkthrough videos on how to deal with level 13.
I have to say I agree with you regarding difficulty level. I found that level no fun because of the constant rushing. I like to play methodical and relaxed. A way to decrease (or increase) the difficulty would be great.
kinda sad that it takes so long to get it out but at the same time knowing how long it take to make a proper game make it worth the wait…sadly my game fell to pieces when i couldn’t get any proper help and due to computer issues lost all the data i had
Do you still have your liscence codes? Written or otherwise?
no i dont i didn’t have any back ups since it was still early in production but virgil did mention something about it in his video…unfortunaly i realized it too lat to save it so …meh
That’s upsetting 🙁 What was your game about? Was it in any way similar to the CW saga?
no its was about the same thing as Metal Saga….suprisingly a relativly unknown game i picked it up randomly one day and like it but the story was so amazing that i wanted to make a second part to the ‘saga’ LOL but i failed badly
Hello again,
A new question came to my mind.
I’ve been playing through the campaigns of CW and CW2 once again. While they’re very fun indeed, I wish for a more challenging experience. I assume that many a player would like such a feature too.
Now I know that some people are actually struggling with the vanilla campaign in both games. The first game unlocked the double down mode which gives some challenge for more skilled players, CW2 lacks this feature entirely.
I was wondering if you plan on adding difficulty settings for the upcoming CW3? This could be made by difficulty ranges (normal, hard, harder, brutal) or things like that, omitting the change to the values, or a more transparent setting, maybe allowing the players to scale the creeper output and or spawn rate of ennemy units seperately (+x% creeper rate, +y% spawn rate), with sliders maybe, or some premade choices like boxes you can check.
I think such a thing has to be optional in any cases, so that every player can get the most fun of it the game (being underchallenged is boring, being terribly destroyed by the game might become frustrating).
I’d really like to have a more challenging game overall, and I would actually appreciate, if you intend on implementing difficulty levels, they were unlocked since the very first playthrough (like the Starcraft 2 campaign letting you play on brutal the very first time, instead of having to complete it first to become more challenging).
Apologies for this sort-of random thought not completely related to the news above.
Thanks for your consideration,
And hard work,
And creepigenic know-how,
Molay
LOL just thought of name for the dificulties
Puddle
River
Rapid
Ocean
Tsunami
dude, that’s amazing, but instead of rapid, i think lake would be better
Where would “Waterfall” fall under? 😀
I like it! Difficulty levels also mean more replayability. It assures that everyone can actually finish the story line on the one hand, and that players can try to go for more difficult levels after that.
This is something that I also think really needs some thought with CW3.
This is a good idea but I think that having sliders would not work out well. I think that there should be a double down mode just like on CW1 and then when you finish that, it would unlock a triple down mode or something like that, and maybe even a quadruple down mode or something crazy after that.
when come out?
Some things can’t be rushed.
http://www.youtube.com/watch?v=oSs6DcA6dFI
But I share your urge to play the game as well – It’s just sometimes better to wait a bit longer 🙂
I agree. Most games that hurry to come out end up not being very good. Think of the 3DS, they rushed it, and it’s launch titles so the games were not as good as they should have been. Vergil, Take your time and make it perfect.
Relevant
There’s still work to do, but it shouldn’t be long now.
Speaking of system rushing, of all the system series that seem rushed, it has to be the Playstation Series. Already, buzz is afoot for the PS4 when the PS3 has not been around as long as it ought to have been before moving on. The Xbox series and Nintendo Console series have slowed down fortunately and have 2 modern systems that stick in mind for people around the age of 18 who treasure and really know video games. And counting the 3DS,DS, and GBA, there are at least 3 handhelds that stick in that age group.
You do realize the Xbox 360 came out before the PS3, right?
Xbox came out in 2005 and PS3 came out in 2006. That’s 7 YEARS OLD (and 8 for the 360!)
Hardly a short life for either…
My point is the PS series has 4 different systems to date while there are 2 Xbox systems and 2 Nitendo Consoles (Gamecube and Wii). That is why I thought it was rushed. I get your point though.
What? There have only been three Playstation models – original, 2, and 3. Xbox has had two – original and 360. Plus, the original Playstation was released in 1994, so they had a huge jump start on Microsoft. Nintendo, in the same (roughly) timeframe as Sony, has released the N64, Gamecube, Wii, and now the WiiU. All three companies have had about the same release dates for consoles, +/- a year.
I CAN’T WAIT ANYMORE I CAN’T TAKE THE FEELING OF WAITING ANYMORE AAAAAAAARRRRRRRRGGGHHHHHHHH!!!!!!
Calm yourself young grasshopper.
let me help you with that START MAKING A GAME and see how long it takes you to get something like CW3 within 1 month go ahead try I DARE YOU…no i TRIPPLE DOG DARE!!!
You’re far past comparing apples to oranges here. This is like comparing an apple to a car. CW3 had its first screenshots released a year ago. Virgil has experience making at least three games prior. I have no idea if this is true, but if I were in Virgil’s shoes, I would take and upgrade the previous game’s engine and use that as a starting point for the next game. So that’s at least 1/12 the time and less experience with whatever genre this is. RTS/TD hybrid?
Actually, when he transferred to Unity, he had to rebuild everything – the only thing that would have been reusable was the math.
yea Adobe air restricted him so he hoping this new engine will yeild a better gameplay experiance
Maybe have multiple story sectors? Like 3 different stories you could jump back and forth to? I think that would be more interesting.
Like the Alpha Sector, by the way! Hope its in the final game.
storyline is set but he is adding PLAYER universe you can go to whoever you want and try there levels as well as a few SPECIAL areas which will be a weekly/monthly challange
And how would you know this? I’m in beta, and the story mode is still very much in fluctuation.
What is this new game about?
same thing as the last 2 Finding the creeper and Removing it from the universe
Thanks. How do we do that though? In the first game we were using the city, the second game was about wiping out creeper, but interrupted by the nexus, what about this game?
a mix of both you have missions that will eather you need to kill Creeper Emitters, Spore Emitters, Inhibitors, Nexus or just get something before something bad happens to it
Man, I am stoked for this. Take the time you need to complete this, Virgil. I have money ready to fly out of my wallet for this game!
Well, I’ve figured out what people need ‘lives’ for now. They’re for filling in the time it takes for new games to be released or updated. I really need one of those ‘life’ things…
I’m not really sure how the game can get much better from here, though.
Well in most games, you get 3 lives 😉
Including this game. You can have 3 command nodes.
actually your 3 command nodes being destroyed isn’t game over they can rebuild after a while
I feel like that’s a mis-statement. If your commands nodes blow up, and you don’t lose, then how could you ever lose?
That’s a good question, how do you lose? Do all 3 have to blow up, or just one, or all the ones you have on the ground, or what? I don’t think you should be able to re-build them though.
u loose when the creep fills the planet just enough to keep you from doing anything and if its the NEXUS/IHIBITER world then YES you loose since you can no longer continue the game
With almost 2 weeks passed now, do you have any exciting announcements for us coming up in the near future? 🙂
If the next update is a game, dont use a day for a video.
Virgil, I must ask, is this the only thing you do for a living? Did you win the lottery and decide to go into the business of video game making, or do you have another job on the side? It would be pretty awesome if you were supported just by creeper world.
You should make a simple “Grid” button to show a grid, that would be useful to me and probably many other players.
That would be more simple for this game. The player already gets a small grid if they have a terp built.
So I was just playing CW1 on the level Corvus and set up a beachhead with 2 mortars and I was like, “Man, I could really use a guppy right about now…… Oh S!@#, this is CW ONE….. Damn it.”
Anyone else done this?
yea me
but it was on one of my custom maps.
even when i was building it i thought: damn it is CW1 not CW3
Will there be an energy bar, starvation, collection, depletion? Can’t see it on the video.
Watch “Creeper in the Wind” for details on this.
I cannot wait for this game, been playing CW since the demo of the 1st one came out on kongregate. looks so fun.
Since there is already support for massive maps and community map contributions, would it be possible to have multiplayer maps, where each player can send Command Nodes and attack Creeper from different positions? I’ve been watching all the videos where there are two or three Command Nodes and I think you could do with another pair of eyes and hands. I do realize adding multiplayer support would require a lot of work.
As a fellow games designer I can only say: You’re _so_ right. You didn’t mention the pain that goes with it, but that would probably make it sound too depressing, I guess.
If it is any help, I’m going to play this game for more hours than you put into designing it. Well, probably not, but I’m sure as hell are going to try to! 🙂
One question that I know has been asked a few times but i haven’t seen an answer, will there be a way to turn off specific types of packets like in CW1? It was removed in CW2 and I found this really annoying. Also it would be really useful if you could do something like telling your command node to send all packets needed to this blaster, and any extra to this mortar over here. You could be able to assign “priority numbers” to different units or groups of units. A unit (or group) with priority number 1 would get all packets it needed, the unit (or group) with priority number 2 would get any extra (if there were any), number 3 after that, etc. If you assigned priority number 1 to a bunch of units, it would then space out the packets between those units like it does now. I think this would add a lot to the game, and make managing units and energy much easier. There could even be an option to assign a different priority number for each unit per command node but that might be a little too complicated.
An online multiplayer would be awesome!
Virgil perhaps you should changeskin” nullifers appearance or “skin” cuz it looks very simple,a circle with big dot in center
Im soory,for bad grammar,typing ftom my android. I said you should change nullifers skin
Virgil,the strafers look very underpowered,you should make them do more damage to creeper
I agree,if they would do as much damage as if built on power zone it would be great
Virgil how many story missions will there be? i hope more then 20
i would love if the creeper tried to take back the planets, so you would have to build a self-operating city.
and maybe some rpg elements like a tech tree with the feel of xcom, it would be cool if i could build antimatter research facilities or capture the emiters or even just the actual goop creeper.