One of the most common requests I get is to provide lots of control over the fractal map generator. So I said, “why not?” It always bugged me that some games would have fantastic engines, yet come with only dozens or hundreds of maps. Why not billions? This week’s video goes over some of the options available in CW3. With great power comes… just watch.
Looks awesome!
As someone who generates dozens of maps in CW2 until I get one with the parameters I’m in the mood to play… thank you, thank you, thank you.
WOW!! The unit menu looks upgraded aswell! Btw love the new menu!
This is getting better and better. So eager for release.
This is one of those features that takes a 3/5 or 4/5 game and makes it a 5/5 game.
Are you implying that it was 4/5 or 3/5 before?
I was thinking it was more 500/5, but with this, Infinite/5! 😀
So there are no fat runners anymore? only fast one ? wow that sure balanced the game alot
No the fat ones are still there they just weren’t in that specific map.
That looks awesome! But will we be able to draw our own terrain to make it more our own? That was one of my favorite functions of creeper World 1 and 2.
Yes… the full map editor is still present where you can paint your terrain however you like.
so i can use the DMD to get a semi-refined version of what i want, then add/tweak/remove specific elements in the editor, or vice versa?
awsome.
You can dial a map up and then import it to your projects folder via your file browser. For final tweaking of course.
Oh wow, I really liked the code/date missions in the first two games, but I felt like a lot of the time they would produce maps that were *almost* awesome and I just wished I could tweak them a little bit. All these toggles and sliders are going to be fantastic.
Anyway, thank you for not only making these amazing games, but for posting videos and keeping us in the loop as to what you’re up to. I’m sure your fans will repay you by buying many copies of CW3 the moment it’s released.
You, sir, must be completely mad! How could you give us not only billions of maps to play, but also give us a way to choose what they should be like?
Awesome stuff, really!
I didn’t notice a “randomize all/randomize tab” boutton. Will something like this be included as well? As much as I love fiddling around with all those settings, sometimes I might just want to press a random boutton and hop into the game 🙂
For at least one week again, I’ll not be sad I’m not playing the game already, because I see how well it does evolve. After that week I’ll weep and cry until the next update, but until then, all of this is fantastic news and I’m quite happy^^
Yeah, I’ll add a ‘randomize all settings’ button (possible to each page).
Virgil I have to thank you for the map editor and the random map generator in each of your maps. Those alone made the game worth buying. I would buy the game as it is right now even if you charged 50$. I hope the campaign will be as good as the others. 🙂 <3
That really reminds me of the old map generators for the C&C games, well except this one seems to be on crack 😛
Hello! With all those individual settings you had for the map editor, is there any way that in game that they will be explained? Something like if you hover over it for 1 second then a little description of what it does would show up? Like I’ve got no idea what lacunarity means. So I just thought it would be awesome if there was a way to figure out what something means in game without having to get out of the game to google it. Can’t wait to get my hands on the editor though! I love it when games let you create your own map.
I’ll add tooltips to all of the options, but the best way to understand is of course just to fiddle with them.
OK. Everything nice and cool, but what about the CW3 game? Anything new about release date?
I won’t give a date till I am with a week of release. But things are still moving along and the final features are getting checked off one by one. The DMD was one of the last remaining major features.
So we are not within a week of release. Good, as much as I want to play, I want to have the best experience while playing. Make the game until you are happy with it, which I’m sure will be more picky than I would be.
“I have to remake the entire respawn animation?! Screw it, if the launch angle comes out to within floating point error of vertical, sucks for them” (I may have actually said that).
I doubt you would just let it slide.
Also good because finals week is next week and I would like to pas my classes
Looks amasing. I will never have to play another game anymore…
Is where a way to use these generated maps as basis for a custom map? That would make leveldesign very easy. Just generate a map that look promissing and than move a few things around.
Also there should be a button to save configurations without lunching. One would loose a lot of work, if you click wrong once on load settings, or if you want to compare to an old setting.
Thanks for the good work and keep on going.
Well, a built in “save map” function would be convenient, but from what we saw there, you could put the code for the map in a text document some place and use that as a “save” function.l
Right now you can take the save file for one of these maps then create a project around it. But I will be added a button that does that automatically.
This will be useful to save space on your computer and also get it on multiple games! Amazing!
That makes everything with the maps so much easier! And it looks cool.
9:32 did you have problems with the microphone because it kind of squeaked.
Do the inhibitors always come with a square of level terrain around them?
Currently… it guarantees a landing place for the Inhibitor and that it can be reached for destruction (however difficult that might be).
Woaw! That’s some depth in coded missions 😀 . I particularily like the new preview screen.
For newcomers , and me 😛 , will there also be some tooltip when you hover over an option to see what it does. E.g. I have no clue what “lacunarity” does
This is crazy, look at sparten57 post a above. They use the same word!
So cool!
I’m really glad to see this feature 😛
I’m REALLY glad to see that it has an export, as well as a nice GUI 🙂
This looks delicious. 🙂
One question however:
If you do a seamless map, does it actually roll around? As in, does creeper that flows out on the left creep back in on the right?
That would be uberawesome… :O
For now, it just alters the terrain and doesn’t make the Creeper flow around edges. But I may add that as an option after the first release.
It would be really cool to have wrap around maps… It’d be like you’re actually capturing a whole (tiny) planet! That’d make a pretty sweet post-release add-on.
Please please please do add that. Having toroidal maps would be just awesome!
The Seamless option, is it just for the terrain generation or does it actually make the map wrap around it self? As in, creeper on the left side may flow onto the right side of the map.
This looks good indeed. I hope we get to see a public beta release soon for people who pre-order.
Virgil, is there a roadmap somewhere where we can see how far along the different parts of the game are?
Just this blog 🙂 But soon it will all be moot as I’ll be doing a final video with an overview of the game.
OMG This can mean only one thing…..cw3 will be released after a week or two!!!
At least two because he has not set a release date.
Are you getting enough sleep?
were good video
This is what makes me want a Beta version. I would pay for the beta and the full release of this game!
You can’t pay to be beta.
Can you create a map so pixelated that there is nowhere for your command node to land?
Nevermind. Asked halfway through the video and you answered my questions!
I’m intrigued by the “seamless” option for the alternative noise algorithm—is it just visual, or is it actually possible to have maps in which you can scroll (or even move units) from the left edge to the right edge, etc.?
Oops, never mind! I thought I’d refreshed, but after I posted Rens2Sea’s comment appeared.
😛 as soon as the game is out i will copy the code of the map you loaded in the video and play it…
Good idea!
(I might steal it)
AQABAAAAAQAAAAMAAACiAHkAAOgD6AOKyMgGAACgAC
gwAAAAQAE4kUDWEEAQYDBwglAAAGCBDkEBQAagAMAD
IGCmB8qopAR6AnqCbZ/7/2AUYBSAJoArglwsJSUBIAFAQME
DGQAPgAKAAgA=
may not be perfect.
kind of hard to tell between some letters, i and L for example.
on the other hand, we could just ask for it. 😛
AQABAAAAAQAAAAMAAACiAHkAAOgD6AOKyMgGAACgACgwAAAAQAE4kUDWEEAQYDBwglAAAGCBDkEBQAagAMADIGCmB8qopAR6AnqCbZ/7/2AUYBSAJoArglwsJSUBIAFAQMEDGQAPgAKAAgA=
You may need to remove the [enters?] so just use this one ^
AQuestionAnswerBAAAAAQuestionAnswerAAAMAAACentralintelligenceAgency
HkAAOhgoshD6AOKyMilligramsGAACgAirConditioning
goodworkAAAAQuestionAnswerE4kUDWEEAQYDBwgoodluckAAAGameCubeBDkEBQAagAMAD
InternationalGymnasticscampCentimetersB8qopAcceleratedReader
6AnqCbZ/7/2AUYBSAJoArglwsJSUBIAFrequentlyAskedQuestionsME
DGQuestionAnswerParentalguidanceAlsoKnownAsAgA=
I couldn’t resist when I saw all of the acronyms.
I think that the game will be released in may. It would be around a year from when CW2 was
released.
AQuestionAnswerBAAAAAQuestionAnswerAAAMAAACentralintelligenceAgency
HkAAOhgoshD6AOKyMilligramsGAACgAirConditioning
goodworkAAAAQuestionAnswerE4kUDWEEAQYDBwgoodluckAAAGameCubeBDkEBQAagAMAD
InternationalGymnasticscampCentimetersB8qopAcceleratedReader
6AnqCbZ/7/2AUYBSAJoArglwsJSUBIAFrequentlyAskedQuestionsME
DGQuestionAnswerParentalguidanceAlsoKnownAsAgA=
I couldn’t resist when I saw all of the acronyms.
I think that the game will be released in may. It would be around a year from when CW2 was
released.
Could there be option to center enemies and resources to the center of the map aswell?
DMD… Any relation to the DHD from Stargate? Pleaseee tell me you’re a Stargate fan 😛
Also, this looks like so much fun! Going to be playing CW3 for yearsss.
The only reason I will stop playing is when CW 4 comes out ;D
I will still play all four! love these games!
I’m with Gecko, I still play both 1 & 2. Granted they both have different play styles… I don’t think i’ll play 1 as often as 3, though.
Thirded. I play CW1 more for the random/procedural missions and CW2 for the custom maps. The web browser built into the game helps that a bit. I know I’ve downloaded well over 400 custom maps in 2 and had to go into the appdata folder and move the original map list file so it would load. Once CW3 comes out, I’m sure I’ll play still CW2 especially if gravity fields don’t return, but CW1 will be put aside except for nostalgia. Though really, I tend not to get nostalgic about stuff. My first video game was Pokemon Crystal, and I just gave it to my brother when he asked since his Gold’s save battery died. Heartgold/Soulsilver took a combination of Crystal and their namesakes and brought them into the modern age. CW3 isn’t a remake by any means, but it fits similar criteria: took an old game, got rid of the bad, and added all this awesomeness to it.
I tend to play a TON of the randomly generated maps. Any chance you can remove “played maps” from the “terrain” tab and give it its own tab so we have a ton of room to browse our previous games? It is going to be pretty frustrating scrolling through that list with only 5 maps visible at a time.
Perhaps on left side of screen have a scrolling list of played maps and on left side have a minimap image and the code, etc.
Perhaps even add a “saved maps” tab. Also, I would really love a way to separate “favorite” maps into a separate list somehow. Maybe we can “star” a map (click on an empty star next to the map in list view to light it up) and then have a list that only shows “starred” maps.
Sorry, a lot of thoughts. I’d rather have the game out sooner…so add these to a later release. 🙂
I didn’t, yet again, think you could make this game more awesome…
Proven wrong.
I’m going to use this feature a hell lot more than any other, even more than the custom maps.
I’ll also assume CRPL Towers have no presence in this game mode.
CRPL towers aren’t impossible to implement in “code missions” (or whatever they’ll be called), just make it choose a random location and a random preset script.
this short video pretty much sums up my reaction to this feature. 🙂 http://www.youtube.com/watch?v=acYDNlMYAaI
It needs to be about 20% cooler. 😀
But he’s too busy to do it in ten seconds flat, and that just ruins the effect!
Wow that is pretty cool! Cant wait for more. I would also like the seamless mode enhanced. It would be pretty cool to scroll across the map 🙂 It would defiantly make the map seem more like an actual world. Maybe that can be a 3-D layout for the future? *wink wink*
See, I didn’t check yesterday because you’ve taken to updating on Sundays. This makes my Friday even better, so it’s definitely a nice surprise. I find it a bit disappointing that you didn’t make a true random number generator. That’s what real programmers do. Americium-241 decays and emits alpha particles and is in your smoke detectors. Take a sample, stick it in a box, throw in an analog cable, and watch the randomness unfold. Get a program to interpret the Geiger counter’s readings, and have fun! Don’t worry about cancer; alpha particles can be stopped with a sheet of paper.
Am-241 RNG
Real programmers play around with Americium-241? I never knew how to tell apart the real programmers from the pretenders, thank you. O.o
higher max size plox :3
This looks very ingenious and quite customizable! Way to go virgil, I’m sure this will add many, many hours of enjoyable gameplay. Fantastic!
This day is amazing. First it’s the first sunny day where i live in two weeks. Second I got out of Spanish class. Last you posted this blog. This is amazing can’t wait for game
I think it is just the greatest thing ever when people have spell check available to them, in a very well functioning way, and do not abuse this power! But hey, whatever floats your boat I guess.
But seriously, good luck making four, because three looks like it could trump just about any game out there! Thanks Virgilw.
This looks awesome! is it possible to add an option to make the digitalis tendrils look more organic? instead of just a straight line out to nowhere it branches off itself randomly and shrinks in size the further it goes. like how it looked in the first digitalis video.
I have noticed that in the unit bar,structure and weapon bars both have two spaces empty,are there gonna be other units,or they are going to stay like this,if not we all could give you Virgil some ideas for new units
Hey Virgil,i see that titans bar has only bertha,so i decided to make an idea for new unit- The Hurricane
The Hurricane would be ground unit. The Hurricane would work similar to mortar. The hurricane would have a bay of four explosive Martyrs. The Hurricane itself would have a basic attack for defense purposes, but it could destroy a lot of creeper by firing its four Martyrs. The Martyrs would take time to recharge, making the Hurricane less of a game ender, but a very effective raider. Hurricane could be used to launch quick assaults to soften up creeper a little bit, before your units moves in. The Hurricane would be quick and deadly, but have relatively low recharge time, Hurricanes would have a vs. digitalis attack bonus however, balancing out its weaknesses.
Heres my idea!!
Its called-Oracul Its a titan unit that creates a huge sphere of dark matter that moves very slowly in a straight line with a small range, absorbs all enemys ( in its range,which is very small) It would take HUGE ammount of energy to build,more then bertha,and it would have very long reload time.
they would act as mortar,and when fired those four martyrs would explode just like normal mortars,but with much greater power
Would the martyrs explode? How would they kill creeper?
For all of you here there is a page in the forum for titan ideas.
WARNING —- AWESOMENESS DETECTED
how many different seeds are there, and about how many different customization options are there per seed?
im really having trouble deciding if I want the game now, or would rather have it finished
MAX_INT is 2,147,483,647, and if negative numbers are included, that around is around 4.3 billion possible seeds.
sweeeeeeeet, now how many customization options are there per seed?
that would be
2,147,483,647 times x = maps that is a lot of maps!
counting negatives
4,294,967,294 times x = twice as many maps! even though thats to many I feel like its not enough
can I have it now…
or should I wait until its finished?
There may be many maps, but how many combinations are actually possible? Multiple will be duplicated.
You also have to think, how many (400?) or so maps that the terrain would be the same… with those two values that rely on having both using a value that’s not a 0 … so even with one being 0, the other could technically have 201 different settings (if 200 was the max there, I don’t remember) … and the same for the other value if it were 0 and the other slider moved around.
Granted, that’s a very small number compared to the grand scheme of things…
Will you add a way to change the distribution of resources, emitters, and the like based on elevation? This would add a quick way to change how hard a map is without changing the amount of creeper produced (like putting the ore and totems on low elevations, and the emitters on high, or vise versa).
Never before have I seen a way to edit custom maps for any game with ease. It sounds easier now that I have seen a tutorial clip for one at least. I know that the PC game “Tiberian Sun” is a really old game, but I have a working copy and a working PC to play it on and it has a map editor on it that works in a very similar fashion to this, but it really confused me, and you could not alter individual aspects of what came out.
Come to think of it, I have not seen evidece that suggests individual placements of enemies, structures, units, resources, etc. can be altered. It looks like you can only make codes for general placements of everything. Will that be possible after release?
He already talked about that in previous blog posts and he even responded to someone in one of the above comments about this very topic.
Virgil – “Yes… the full map editor is still present where you can paint your terrain however you like.”
The same editor he uses for making the levels in the game will be included.
As I understand it, you can use this new tool to create a random map that suits you. After that, you could modify it further in the map editor to shape it exactly to your personal preferences. Hence it is possible to affect every single enemy (emitter, runner, etc) individually.
It would be nice if you could just drag and drop structures on the preview map.
On another note, I just now thought: assuming it is still not implemented already, how would it be if at the same time when selecting terrain to terraform, every terp’s range is displayed? It occured to me when I watched part ofthe Aether clip a minute ago that it would have been a little more user-friendly if the terp’s range was visible when you were blocking those CPRL Drones.
I approve. This would be a great feature to have!
Would that be similar the the range being shown with the SAMs in CW1 when you would place another one?
Yes, but it would not only show the range when placing another terp, but also while in the terraforming mode.
You know, I actually didn’t think of the terp rangs showing when building new ones. At the moment I thought of them being visible when in terraforming mode.
Another good feature to add to that.
Hey virgilw- When making custom maps, can the creator make the terrain more strategical. For instance, double the amount of time to terraform, or an energy boost to structures that are placed on lower elevation.
If you make this game any more awesome before it gets released i’m going to die.
[img]http://dominiescommunicate.files.wordpress.com/2012/10/challenge_accepted.png[/img]
I don’t know if that is physically possible. Virgil seems to have worked his butt off and it does not seem to be in vain. But if he does, the world might just explode.
Don’t listen to him. Take your time making the game as awesome as possible. (Though I must admit, I don’t see how you can make it any awesomer.)
I fear what this does to scoreboards. Am I right that there would be 2 different scoreboards for an otherwise unchanged map, except altering “Max Tendril Length” from, say, 50 to 49?
A “randomize all” button would be a very neat addition, as it would provide a simplified method of coming up with very different maps quickly.
Also, I wonder what happens if you type in a specific word or phrase in the code window.
To clear up any confusion: this is still an awesome feature!
Whats the point of having totems,if there are no Aether forge
It gives you a reason to build an Aether Forge! Now isn’t that a wonderful thing?
wow u will be able to build them?? Btw,have u noticed the empty space between guppy and shield in structure menu? Maybe thats where aether goes?
It has been mentioned by Virgil in the comment section of a previous update that you can build the aether forge (if the map allows it), and iirc the forge would be considered a titan unit and should be found in the titan tab.
That unused space in the structures tab might be removed/filled once the UI gets it’s final revamp I guess. Game isn’t done yet, but things like units/structures should be complete by now, since he’s working on the campaign and mostly finishing the game. It’s unlikely for new units to appear after you made the campaign. I don’t think he’ll be adding 2 more structures just to fill the space, he’d rather resize some stuff for it to look nice^^
I think the only unit surprises we might get are titans, as there appear to be more than have been revealed thus far.
Actually, he would need to add four more units. I think that all of the units from the previous two games have returned (Except Launchers, SAMs, Beacons, and Rifts, or units combined into the new tech system. Rifts could feasibly return, but they wouldn’t work too well in this style of network. The Phantom Coil-esque Beam is a bit better system than SAMs, too.) in some form or another, in addition to several more new units. There are two public/confirmed Titan units (Bertha and Forge), and a third is coming according to Virgil (I think). If you look at early releases of CW2, the menu at the bottom is ugly and empty, but things like speed adjustment and showing fields were added in to fill the space later.
Unrelated note: THANK YOU FOR SWITCHING FROM ADOBE’S SOFTWARE! I WILL LOVE YOU FOREVER! Seriously though, I don’t need to update AIR and Flash and Reader every other day; it’s fine as it is. I actually uninstalled Reader months ago. There is no need for a .pdf viewer to take up 100 MB on my hard drive.
You might be able to build it.
Actually, totems are only redundant if there is neither a “build forge” optin, nor a pre-build forge on the map. If one is not built, I believe it was mentioned that they could be built of the map allowed it.
Virgil, your game is beautiful.
Thank you for the demonstration and your informative notes here on this page.
Apparently, “With great power…comes great fun!”
Virgilw when is the next update coming up?
On a custom map that you download, will there be a way to see the settings code? Also it would be nice if there was a way to have more than one landing pad.
Virgil, could you please save some awesomess for CW4 ? 😀
wow how did I forget to check knuckle cracker for over a week?
this looks amazing even though I wont be using much of these functions (atleast not all at the same time) it’s nice to see they are there *thinks back to the random map clicking*
hey Virgil,why did you removed the storage pods?
there will probably be a aether upgrade,to increase the energy storage
Yeah if he didn’t remove that upgrade from the last time he showed it. However, I prefer the idea of placing physical energy storage reservoirs instead of spending a few tech points, too. Maybe the technytes could be used to:
1) unlock the energy storage building
2) upgrade the capacity it can hold
Personally I’d prefer it this way, but I’m okay with the upgrade too.
True, but on the bright side, at least storage upgrades for either energy or AC (and packet speed for that matter) have no caps like the rest of the upgrades. So that means there could literally be a near-infinite amount of stored AC and energy and the packets could move at the speed of light without relays.
For the rest, see the “Aether” clip on this blog. Firs thing I will do when CW3 is released, I think I will see for myself what the Singularity weapon does…
You should totally add the levels from CW 1 with quick upgrades tot he graphics etc i think that would be cool.
Even if he doesn’t, one could easily remake them and release them on their own. I’d rather he just finish the game and release it, CW1 levels can wait.
This is an awesome idea, and I whole-heartedly support it.
In fact, Virgil… even though I think I remember you saying some unflattering thing about microtransaction monetization, and even though I mostly agree, if you were to make some DLC “map pack” type purchases available for CW3, and one of them was basically the CW1 campaign redone in the CW3 engine, I would *definitely* buy that.
You’ll probably see a thing like this made by ambitious modders soon enough^^ If there were to be DLCs, I’d rather be them new campaigns that add things to the base game – new units/ennemies or stuff like that.
But I feel Virgil would rather add stuff for free, he has quite good ethics compared to other companies^^
Blasphemy! This is Virgil, not EA! I think that a bunch of/one dedicated map maker(s) will redo the CW1 campaign. If Virgil wants to be wonderful to us, then he can add them semi-officially in a patch. But I wouldn’t hold my breath, and replicating maps is not that difficult.
http://techreport.com/news/24718/new-physx-fluid-simulation-demos-are-impressive
Oh !@*$….Creeper just got a LOT faster!!!! 😉
Using the above video….CW5?
That’s REALLY cool! I can certainly see this applying to Game 4, but it’s too late now. The Creeper itself though is based on thermal flow, not any sort of fluid.
CW5? It will be soo epic, it will skip over the fourth 😉
Anyways, I like the video! It can give new ideas for creeper graphics.
Well I assumed that it would be too much of a jump for 4….so perhaps wait until 5. Or just skip 4, as you suggest, since it will be so AWESOME!!!
i think it would be too big jump even for cw5,possibly cw6 becouse theese fluids take YEARS to implement in to the games
Lol, yeah, well, I wasn’t exactly serious. Those tech demos were running on some pretty hefty hardware to keep at 30fps and didn’t include any actual level, textures, characters, or really anything at all.
Have you considered revealing parts of the story, the general setting for the story, the time it will play in or anything like that? Will we see old characters again?^^ Could be a nice topic for the next update, unless you want to keep it secret for the release.
Well,if i understand right,at the start of cw3, SkarsGard Abraxis (OP from cw1?) wakes up ,after he drove thor into whirpool at the end of cw1,and platius told him favius favor…???? nevermind.He wakes up on a ship and meets up with Lia,then they travel to world,and she shows SKARS options of the ship,the rest of story yet unkown
In one of the old videos you can see that Platius and the main character from cw1 appear again.
I won’t reveal much… not much more than I already have. The Commander from CW1 was of course President Abraxis in CW2. In CW3, he is back. His travelling companion is Lia, an artificial intelligence integrated into his ship which was built by Platius (the ‘Old Man’ from CW1).
Ah, thank you very much for this information*. It’s nice to see that CW3 carries along the story from the previous games (the game seems so much of an improvement over it’s predecessors, I worried I was set further in the future and would dismiss previous characters), and that we got “some Platius” back. I hope to learn a bit more about him through the AI then, and I bet this might be actually happening^^ Still leaves me wondering what the “big plot” will be, but uncovering it while playing will be great experience I believe! Looking forward to it!
* I must have completely missed the video where you talked about the story O.o will need to remedy that
I cant wait anymore. I need to have this game.
Just so awesome..
so instead of asking for a release date, because I know you will just say 2013, ill ask what else you have to add/finish
Ah, the right question 🙂
I have artifacts and achievements to add (in progress), a final Titan, finish up story missions, upload and browse support for custom maps, a healthy collection of tweaks and adjustments, and anything else I can manage to do quickly.
Wow achievments?!?! Thats going to be super cool!!! As for the final titan u could check titan suggestion post in forums,to see some cool ideas!!
What do you mean by “upload and browse support” for custom maps? I thought that was the purpose of this clip about map creation.
Since the general public knows of only one confirmed Titan ,the Bertha, do you mean that there will only be 2 titans total? Or does the Atheric Forge qualify for the second titan?
One more thing, What about the orbitals? Are they classified until release as well? Having never seen any orbitals before, what does the term “orbital” mean in this case?
One more thing, What about the orbitals? Are they classified until release as well? Having never seen any orbitals before, what does the term “orbital” mean in this case?
In orbitals tab you drop command nodes
If you already have the titan design and everything ready, then I have only one question.
Will this titan be more powerful than the bertha?
Yeah,i can already imagine some of them,like-Build 10 pulse cannons,beat 10 missions or build 3 Berthas 😀
I hope the campaign is set up so you don’t have to use titans or the Aether Forge’s special to win. Perhaps if this is a case there could be an achievement like “Old School Style: Beat the creeper menace without the use of special abilities or weapons!” (A little bit of a reference to Creeper World 1 at the end if you beat it without the “Thor” .
I wish achievements will be a bit more tough than build 10 pulse cannons style. I just find having acvhievements whitout any achieving ( maybe new word invented) to be rather boring. It also makes other ones whit actually some sense to feel less cool.
Please guys, don’t ask him about things he kept secret until now.
Virgil, keep some surprising/awesome stuff for the official release.
In dungeon novice i noticed that when unit lands on ac it shows dust nimation, should fix this,cuz there cant be dust under organic mass
Sure there can. I’m a huge pile of organic mass, and I sit upon a thin layer of dust. Should watch me when I jump in my bed, dust going out in all directions! :p
i think he ment that dust shouldnt go out in all directions if there is AC (water ) in the place where unit is about to land
Virgil,when is the next video coming up??
Virgil can you make new units/titans and other stuff afther release as a update?
Virgil, do you remember that idea of having the beta tester(s) record a game of theirs, with our without commentary, and give a whole game in video format for us to see as an “update”?
With the release getting closer, I think such a little treat would be very welcome by all your fans 🙂
We are longing for the game. We can’t wait to see it, and ultimately, to play it. But in the meantime, seeing it would be wonderful 😀
I’m sure that quite a few beta testers wouldn’t mind making a video of a mission… >:D
But it’s Virgil’s call, really. It is his way of organising what he’s shown to the public and what and hasn’t, I suppose.
I do REALLY enjoy and appreciate the videos, however it seems like I already know the game… I don’t mind more videos, but keep some surprises! 🙂
Yeah, I don’t want to have the game spoiled either. I was thinking at some map the beta testers made, see them play it, show some gameplay with the currently revealed units (titans). I guess it would cause some problems, as their build menu might include titans we are not supposed to see yet. Mh… I still hope for it 🙂 But I agree, story missions should be kept locked away until release^^
I do like the idea of keeping secrets in development, I wouldn’t mind if we could get something like “Another 5/10/15 levels completed”. Say once every couple of weeks? Even if it didn’t include pictures, it would be something to say there’s more progress.
i think that strafers are underpowered,even in groups of 6-10 strafers they are completly ussules against dense creeper,if they would do as much damage as if buildt on PZ they would be more effective
I disagree. The Strafers aren’t meant to be front line weapons to decimate creeper. They are best for reducing pressure in the back areas.
they are upgradeable during story mode the strafers video you looked at was most likely mid game or early game which mean they are nowhere near fully upgraded
Well that is what the bombers are for. I think strafers are more for cutting off digitalistuff and as previous said reducing pressure from the back. They also would make for a great response unit if your line accidentally breaks and you need some quick support while you reinforce your front.
Any progress on what you have left to do. I imagine the story is the most time consuming part.
http://knucklecracker.com/blog/index.php/2013/04/dial-map-device/comment-page-1/#comment-56228
:/
The strafer is kind of like an unlimited mobile blaster. It looks like it has the same power, so just imagine a blaster in the middle of a creeper pool that cannot be hurt.
especially when you build a strafer ontop of a power zone as shown in previous videos that 1 strafer reduced a creeper pool down to a puddle
Ok, finals are over, you have permission to launch 😉
He will launch “almost certainly” within the next 52 days, as stated in the Dungeon Novice video at the end. Can be a long time, but seems reasonable enough^^
Any updates on what you have finished from that “what you have to do list”?^^
Hope to put up a new video tomorrow…
That’s fantastic news! Looking forward to it 🙂 Thanks!
I hope it will include the work of some “eager betatesters”, as they’ve been called in the forums 😀
Keep at it Virgil. We are all rooting for you!!!!!