This game looks awesome so far. I can not wait for it to be released. I like how you have to overcome an enemy that will constantly be developing new techniques to destroy you. It looks like this game is overcoming one of the biggest weaknesses of creeper world so far which is that it can sometimes feel like a grind to finish a map.
Hi Virgil,
It’s as allways cool to see the good progress, and frustrating to know we’ll have to wait to try and play with this new game !
Keep up the good work,
Bravo!
I’m a little scared about this game. It looks like your units/ships are SO large, that all the maps are going to be tiny. Also, not inching your way to the enemy (like CW1 and CW3) seems to be missing.
Will the levels get (much) bigger and/or the ships (much) smaller?
Will there be more obstacles (like in CW1 and CW3 with terrain traversal difficulties) which make it much more of a war of attrition?
Probably. Remember it’s still in alpha (Maybe pre-alpha) so he’s just focusing on tweaking and not making huge massive maps of gigantic scale that takes an hour :P. Just like with CW3 they will probably be extremely big since he knows that people always want to be able to create colossal maps.
I think the real barrier to map sizes is different in this game compared to V’s previous ones. In CW, maps are constrained because the creeper can fill EVERY SINGLE CELL, and that takes a lot of processing in the flow algorithms. Here, however, the limit will be in particles, and not space, because the particles are what require processing. Then again, there will probably be ‘insanity limits’, just to be sure people aren’t stupid. I do think that V will allow much bigger maps that what he is showing here: he said it himself, this map was ‘simple’.
I really liked the small units in CW3 because you always had to keep your eyes on multiple fronts. If CW4 is more like a MOBA where you have just 5 or so ‘hero’ units that steamroll the map then that would make me a sad panda :'(
Missions can be significantly larger. I tend to prefer small maps in videos since I try to keep vids to 20 minutes or less (my goal anyway). The number of ships and omnis are limited, but not something small like 5. Currently it is up to 24 for ships and 32 for omnis. Note that each ship is kind of like a small group of units. A Wolf is 8 missile launchers, for instance.
yay a new Really Good Awesome Strategy Game, but also fun for non strategy gamers, Game 4 of N. Vol 1. Episode 1, Version 1.0.0.0.0 video!
im a little disappointed that you can keep your forces out of range using that tanker, maybe have its resupply rate slow enough that only really small forces can (4, maybe 5 ships if levels normally have more ships than this) be resupplied forever by it. this way its impossible to hold any position away from an actual base for excessive periods of time, forcing you to return to your base eventually
how far are you going to take this “mimicry” thing? the particles are copying your ships exactly at some point? or getting there then adding what seems like an improvement (so some levels have a change that actually makes the structures weaker)
A tanker can only supply sufficient energy for a small fleet during combat. For a larger fight with more ships, they would all starve with only one tanker feeding them.
Doppels (the things that mimic your ships) have a range of AI behavior modes and designs. It really depends on the mission regarding what they do…
“A tanker can only supply sufficient energy for a small fleet during combat.”
It supplied sufficient energy for the fleet in your video.
Which means that is considered a small fleet….
WHICH MEANS WE CAN HAVE FLEETS DOUBLE OR TRIPLE THAT SIZE!?!?!? HYPE!!!!!!!!!!!!
Also, do you have any plans for doing any of the following for alpha/beta testing:
1. Choosing from previously used testers for testing of the game
2. An invite-only thing, allowing you to use new people as well
3. Allow people to send in applications, or just ask, for alpha/beta access
Or, will you not be doing anything at all with alpha/beta testing?
Whatever you’d be doing, I do wish you’d at least give us a little info about it.
Testing is very, very limited right now. I pull people from the forums based on prior experience or their “application” (if you can call it that).
Currently, most experimentation still happens in private (just me) and when I’m happy enough with a build it gets tested by a few people who give feedback. Then I disappear for 3-4 weeks and repeat the cycle. It isn’t very exciting or glamorous like a lot of people expect π At least not yet…
I like that enemy’s can build structures. It shows that they have some kind of intelligence. I also like that it’s less inching forward and more major battles. Particles seem like a better enemy than creeper because their smarter, and can adapt to technologies. I noticed the circular particles in the corner didn’t want to reach the square particles. Are they from different particle factions?
Looks like everything is coming along great. To be honest I am enjoying the graphics as they are. I think it gives a bit of an interesting look to the game.
you forget. Sethbling set it up to be self learing. but he had to TEACH it a few things. you could TEACH it the basics and it would take less time to beat CW1 campaign. the drop pod mission will be the hardest.
KicksBricksterJune 21, 2015 at 6:09 pm | Permalink
I still feel like the land physics don’t really work for a game like this *in the way it is implemented now*
The space-based gameplay works. Ships and particles, but the land-based gameplay needs more work. If it were me, I would have Creeper on land and Particles in space, and particles that hit land create Creeper (Issue: means it would be a creeper world game). Also having more land-based gameplay as well as the space-based would be nice.
I also feel like having a Network for the land units would work much better. One of the problems I had with CW2 was the lack of a network, making it fairly easy to build units and keep them operational. If the ships are powered wirelessly, and land units are powered by a network, I feel like it would work better overall.
Lastly, mining the land itself for resources seems like a bad idea. I feel like having asteroids and mining areas on the terrain might work better, especially if they will deplete eventually if there is a limit the the number of Remnants in a level.
The basic “pillars” aren’t all in place yet. There’s a few more things to add in that will change the dynamic between space, land, and ships.
As for creeper on the land… I’ve tried a range of more complex things on the land. Networks, packets, other enemies. The very general conclusion is they all end up being distractions and irritations to the wider strategy game going on around them. That’s why the land use has over time been moved in the direction of impacting the wider strategy game rather than being a separate strategy game or actually becoming the focus of the game.
For instance, particle hit land and cover it with mire. The mire denies access to the resources on that land. When the land is completely mired, the land no longer “absorbs” particles, instead they bounce off and move around it. Once that happens you have a bigger problem in space. So the land is a resource repository, and sometime a temporary buffer for particles.
As for asteroids, that’s kinda how I view the land…. large chunks of shattered worlds. Each chunk represents some finite source of remnant that can be mined.
Personally, I think the land mostly needs more obvious and interesting things that it can do to the space, to give you a reason to care about it. Maps with structures powered by mire, perhaps?
virgilw I know your a one man army when it comes to making this game. i would offer help as best as i can. but i can not promise anything. Currently needed a whole new computer. (Dell Dimention 3100) its really starting to show its age. I can run small to medium maps probably with slow down. Large maps like the max size for CW4 will do nothing but bog down the PC badly.
What you have shown so far is impressive. but one thing comes to mind. Ships cant cross land can they? that will be an issue during Player creation. ships are needed to do major things to enemies. without this your ground options are limited. Harvester, Bogger, and turret. all of which cant lathe. so you may want to keep this in mind for a future update. maybe a 4th ground unit only able to lathe. and a 5th one for Relaying energy to ground units out of range?
also that Tanker ship. Great idea. but it needs some tweeking. the drone are Extremly fast. slow them down once they have energy packet and give them a blaster for when they are flying. just in case there is a hostile particle between the tanker and the energy node. i saw a few creeping in on your position as you were slowly moving forward.
Notes from a fellow creative. Someone who knows nothing about video games, but knows how to create products that sell well.
Your games are extremely innovative and I fear that they are not designed to receive maximum sales and enjoyment that are deserving of such hard work and innovation.
Take pizza as an example. If you work for a year and develop the best pie crust the world has ever seen, but leave off the cheese, it won’t sell as well as a standard pizza.
I just saw the Wolf unit having energy fed to it, as bullets were built in real time and individually fired. That’s crazy awesome to watch. And it’s just a small part of what you’ve built.
Most people who make products put in the minimum effort to pump out crap that sells. And while it can be depressing to see what they make, their motivation leads them to building the complete pizza. Nothing special, but complete. And it sells.
Now the innovator who is always looking for the creative solution, the best possible answer, is the one who has a chance of building a game changer. Something beautiful that other people see and want to work harder and make their creations better. The perfectionist mentality can also lead an innovator to neglect the whole, to value innovative beauty over the profitable business (which ultimately is the extent to which that innovation us enjoyed by people), or to innovate for innovation’s sake despite minimal utility at great effort.
The reason I’m writing is because I see a game like Kingdom Rush crushing it. And while that’s a great game, yours has even more underlying useful innovation. I’d love to see you absolutely crushing it. I’ve been where you are, having worked extremely hard to innovate, being recognize and loved by some who recognize it, but being passed on by the masses who grabbed the more colorful packaging or the less natural but longer shelf Life version.
Make Money! You’ve done the hardest part that most people are incapable of. Now take what’s yours!
WrongExperimentJune 28, 2015 at 9:32 am | Permalink
Nice to see progress, Keep it up! be back in a month or two to check again. Really really hoping this can be done by Christmas, But i know how long it takes you to make awesome games from the time between each of the last ones. So not actually expecting it by then but here is to hoping!
First question, probably the hardest: what’s some of the more memorable stuff that didn’t work out so well? π
As for other points of note:
Stripmining the ground for tech does indeed seem a bit strange. Maybe go for discrete artifacts and ruins to research, or the passive science generation route. (Or both!)
The Tanker is neat, and I could see lots of interesting things with it, but it’s a bit… simple, I suppose. As CW fans, we all want some networks: maybe land-based energy relays could be worthwhile? (at least in some instances. )
One thing about the land is that the space combat and particles look fun and interesting: by contrast, the land combat is basically the Mire, and the Mire, while it has a number of benefits, has nothing that really makes it interesting in my view. It just sorta does its thing, and its thing isn’t nearly as obvious and attention grabbing as explosions- you might notice the particles bouncing off instead of being absorbed, but the energy is just a number. While I’m not sure you want to make fighting on land more complex, perhaps you could make its benefits more interesting. Maybe Mire emerges from the ground and makes plants, structures, things. Interesting things. Maybe if an enemy land is Mired enough, it starts lining the edge with lasers and other nasty things- but if you can Mire it yourself and keep that position, it’ll grow some beneficial structures for you instead!
Okay, I’m a CW fan, I have all 3 games, and I can safely say, I do NOT want this to have networks like in CW. I want something new and refreshing, not the same thing he’s been making for the past I don’t know how many years. And when I say new and refreshing, I don’t necessarily mean an entirely different themed game, but the smaller components (like networks) need a redesign to make it a good game, in my opinion. What V has here looks very, very awesome, and I really wouldn’t have it any other way.
Also, while strip-mining for tech does seem rather odd, V has said that he’s tried many things to make the land more interesting but they all end up taking your attention away from the main game (space). That also answers your land combat thing I believe.
DISCLAIMER: I am not Virgil, and though Virgil may agree with these opinions I have stated, we will not know unless he posts and says so, so unless that happens consider this as merely my opinion. Also, if it seemed like I was rude, I apologize, I never meant to come off that way.
Fair enough if you don’t want to build moar networks! I like logistical problems, but you don’t have to. We can agree to disagree π
As for the land combat thing, part of it was inspired by Reassembly and its angry space plants that attach to the side of asteroids and cover the screen in bullets if you shoot them! Those are fun. I was thinking that what the land combat would need is not necessarily more complexity in and of itself, but instead having more interesting effects on the greater space battle. Thus, angry space plants et al.
Though a ship that launches Mire at the ground could be nice. But I’d agree that I doubt the ground combat itself needs much more elements, if any.
I agree with you Twi. Honestly the “ground Combat” if we want to call it that, will do well by being just as simple and effective as it is now.
Also Twi, thanks for reminding me of Reassembly… Hmm… The ability to design your own ships… Now that… That would really be something… All be it. A really over-powered something. Haha…
Maybe something for the ( I’m ever hopeful ) editor? π
I would like to propose something to you, I could help you. You probably only know me by a few measly comments but I would love to help. You would probably never consider this but I would like to help you by an apprenticeship. An apprenticeship is where you learn on the job. So if you teach me, I would be willing to help you. And me learning would be my payment. I would help you for free and I would love doing it. So if you receive this then tell me what you think. It would be an honor.reach me at: [REDACTED for your safety]
Virglw my birthday rolled by and dropped off a brand new PC. Creeper world 3 is running so smoothely it actually thowing me off my game as i no longer have a tick rate drop so my actions have to be faster and on the spot.
Wait. Wait. WAIT.
So the Particles are gaining consciousness?
There imitating us?
Oh man… this story is going to be GOOD.
( I always enjoy a nice crunchy These-things-are-getting-smarter atmosphere! )
I’d laugh if one mission the blasted things constructed there OWN mobile HQ, and laid siege on one of our Corporate Strongholds…
Or we both construct massive Titan ships and have one tail-kicking final battle!
Can’t wait for the next update. It’s been 30 days since you posted this, V. π
If you wanted, I could take over the video making so that they could see actual game-play. Though I doubt I’d be very good, both at playing the game and making the videos consistently.
Okay, when I said actual game-play, I meant larger maps and longer videos. You are definitely showing us actual game-play, and I didn’t mean anything by it, my brain was just shut off when I said that. lol
Hey, so you probably get a bunch of these requests all the time but I’d be thrilled to play test the game. Ive had experience play testing games before with a notable one being World of Goo. Im currently 19 and im an avid strategy game player having much experience playing the Creeper World series.
SO MUCH HYPE!!!!
When you say it’s going to be more graphic, do you mean to say that we’re going to have access to less info?
Just that there may be some animated bars and stuff in addition to the numbers.
This game looks awesome so far. I can not wait for it to be released. I like how you have to overcome an enemy that will constantly be developing new techniques to destroy you. It looks like this game is overcoming one of the biggest weaknesses of creeper world so far which is that it can sometimes feel like a grind to finish a map.
the enemy with structures now were are talking O.o
Yay a new video to watch π
Hi Virgil,
It’s as allways cool to see the good progress, and frustrating to know we’ll have to wait to try and play with this new game !
Keep up the good work,
Bravo!
Wally
Remember guys, when in doubt, just ram it with your ships.
I really like the tanker and its little guppies, is there a range limit on those? Also, looks like phalanx cannons are completely gone.
I’m a little scared about this game. It looks like your units/ships are SO large, that all the maps are going to be tiny. Also, not inching your way to the enemy (like CW1 and CW3) seems to be missing.
Will the levels get (much) bigger and/or the ships (much) smaller?
Will there be more obstacles (like in CW1 and CW3 with terrain traversal difficulties) which make it much more of a war of attrition?
Probably. Remember it’s still in alpha (Maybe pre-alpha) so he’s just focusing on tweaking and not making huge massive maps of gigantic scale that takes an hour :P. Just like with CW3 they will probably be extremely big since he knows that people always want to be able to create colossal maps.
I think the real barrier to map sizes is different in this game compared to V’s previous ones. In CW, maps are constrained because the creeper can fill EVERY SINGLE CELL, and that takes a lot of processing in the flow algorithms. Here, however, the limit will be in particles, and not space, because the particles are what require processing. Then again, there will probably be ‘insanity limits’, just to be sure people aren’t stupid. I do think that V will allow much bigger maps that what he is showing here: he said it himself, this map was ‘simple’.
I really liked the small units in CW3 because you always had to keep your eyes on multiple fronts. If CW4 is more like a MOBA where you have just 5 or so ‘hero’ units that steamroll the map then that would make me a sad panda :'(
This won’t be a creeper world game, it is separate.
This isn’t CW4.
Wait, what?
How is this game, that unmistakably resembles CW, NOT CW?
I’m confused. (are you guys pulling my chain?)
You can confirm it with everyone who have been paying attention. This is not the fourth Creeper World installment.
Missions can be significantly larger. I tend to prefer small maps in videos since I try to keep vids to 20 minutes or less (my goal anyway). The number of ships and omnis are limited, but not something small like 5. Currently it is up to 24 for ships and 32 for omnis. Note that each ship is kind of like a small group of units. A Wolf is 8 missile launchers, for instance.
Maybe, but most of the time, it doesn’t feel that way. I’m not saying it’s bad, and I know the game is in Alpha, I’m just saying.
yay a new Really Good Awesome Strategy Game, but also fun for non strategy gamers, Game 4 of N. Vol 1. Episode 1, Version 1.0.0.0.0 video!
im a little disappointed that you can keep your forces out of range using that tanker, maybe have its resupply rate slow enough that only really small forces can (4, maybe 5 ships if levels normally have more ships than this) be resupplied forever by it. this way its impossible to hold any position away from an actual base for excessive periods of time, forcing you to return to your base eventually
how far are you going to take this “mimicry” thing? the particles are copying your ships exactly at some point? or getting there then adding what seems like an improvement (so some levels have a change that actually makes the structures weaker)
and (its worth a try)
would I be able to test the game (alpha or beta)
A tanker can only supply sufficient energy for a small fleet during combat. For a larger fight with more ships, they would all starve with only one tanker feeding them.
Doppels (the things that mimic your ships) have a range of AI behavior modes and designs. It really depends on the mission regarding what they do…
“A tanker can only supply sufficient energy for a small fleet during combat.”
It supplied sufficient energy for the fleet in your video.
Which means that is considered a small fleet….
WHICH MEANS WE CAN HAVE FLEETS DOUBLE OR TRIPLE THAT SIZE!?!?!? HYPE!!!!!!!!!!!!
Also, do you have any plans for doing any of the following for alpha/beta testing:
1. Choosing from previously used testers for testing of the game
2. An invite-only thing, allowing you to use new people as well
3. Allow people to send in applications, or just ask, for alpha/beta access
Or, will you not be doing anything at all with alpha/beta testing?
Whatever you’d be doing, I do wish you’d at least give us a little info about it.
Testing is very, very limited right now. I pull people from the forums based on prior experience or their “application” (if you can call it that).
Currently, most experimentation still happens in private (just me) and when I’m happy enough with a build it gets tested by a few people who give feedback. Then I disappear for 3-4 weeks and repeat the cycle. It isn’t very exciting or glamorous like a lot of people expect π At least not yet…
I like that enemy’s can build structures. It shows that they have some kind of intelligence. I also like that it’s less inching forward and more major battles. Particles seem like a better enemy than creeper because their smarter, and can adapt to technologies. I noticed the circular particles in the corner didn’t want to reach the square particles. Are they from different particle factions?
Looks like everything is coming along great. To be honest I am enjoying the graphics as they are. I think it gives a bit of an interesting look to the game.
the graphics are nice as they are but imagine if he makes it even better π
Sethbling created something called MAR I/O. im sure after some adaptation mar i/o can figure out how to play Creeper world 1. and beat it.
I don’t think it could.
You’d have to modify the script a bit, but it would eventually be able to (probably after several months).
you forget. Sethbling set it up to be self learing. but he had to TEACH it a few things. you could TEACH it the basics and it would take less time to beat CW1 campaign. the drop pod mission will be the hardest.
I still feel like the land physics don’t really work for a game like this *in the way it is implemented now*
The space-based gameplay works. Ships and particles, but the land-based gameplay needs more work. If it were me, I would have Creeper on land and Particles in space, and particles that hit land create Creeper (Issue: means it would be a creeper world game). Also having more land-based gameplay as well as the space-based would be nice.
I also feel like having a Network for the land units would work much better. One of the problems I had with CW2 was the lack of a network, making it fairly easy to build units and keep them operational. If the ships are powered wirelessly, and land units are powered by a network, I feel like it would work better overall.
Lastly, mining the land itself for resources seems like a bad idea. I feel like having asteroids and mining areas on the terrain might work better, especially if they will deplete eventually if there is a limit the the number of Remnants in a level.
I hope these get taken into account.
The basic “pillars” aren’t all in place yet. There’s a few more things to add in that will change the dynamic between space, land, and ships.
As for creeper on the land… I’ve tried a range of more complex things on the land. Networks, packets, other enemies. The very general conclusion is they all end up being distractions and irritations to the wider strategy game going on around them. That’s why the land use has over time been moved in the direction of impacting the wider strategy game rather than being a separate strategy game or actually becoming the focus of the game.
For instance, particle hit land and cover it with mire. The mire denies access to the resources on that land. When the land is completely mired, the land no longer “absorbs” particles, instead they bounce off and move around it. Once that happens you have a bigger problem in space. So the land is a resource repository, and sometime a temporary buffer for particles.
As for asteroids, that’s kinda how I view the land…. large chunks of shattered worlds. Each chunk represents some finite source of remnant that can be mined.
Personally, I think the land mostly needs more obvious and interesting things that it can do to the space, to give you a reason to care about it. Maps with structures powered by mire, perhaps?
virgilw I know your a one man army when it comes to making this game. i would offer help as best as i can. but i can not promise anything. Currently needed a whole new computer. (Dell Dimention 3100) its really starting to show its age. I can run small to medium maps probably with slow down. Large maps like the max size for CW4 will do nothing but bog down the PC badly.
What you have shown so far is impressive. but one thing comes to mind. Ships cant cross land can they? that will be an issue during Player creation. ships are needed to do major things to enemies. without this your ground options are limited. Harvester, Bogger, and turret. all of which cant lathe. so you may want to keep this in mind for a future update. maybe a 4th ground unit only able to lathe. and a 5th one for Relaying energy to ground units out of range?
also that Tanker ship. Great idea. but it needs some tweeking. the drone are Extremly fast. slow them down once they have energy packet and give them a blaster for when they are flying. just in case there is a hostile particle between the tanker and the energy node. i saw a few creeping in on your position as you were slowly moving forward.
Ships can cross land but they can’t fire while doing so.
Just have to say that I just played through 1-3 for the 3rd time now, and can’t wait til you get done with the 4th! Really love these games π
Notes from a fellow creative. Someone who knows nothing about video games, but knows how to create products that sell well.
Your games are extremely innovative and I fear that they are not designed to receive maximum sales and enjoyment that are deserving of such hard work and innovation.
Take pizza as an example. If you work for a year and develop the best pie crust the world has ever seen, but leave off the cheese, it won’t sell as well as a standard pizza.
I just saw the Wolf unit having energy fed to it, as bullets were built in real time and individually fired. That’s crazy awesome to watch. And it’s just a small part of what you’ve built.
Most people who make products put in the minimum effort to pump out crap that sells. And while it can be depressing to see what they make, their motivation leads them to building the complete pizza. Nothing special, but complete. And it sells.
Now the innovator who is always looking for the creative solution, the best possible answer, is the one who has a chance of building a game changer. Something beautiful that other people see and want to work harder and make their creations better. The perfectionist mentality can also lead an innovator to neglect the whole, to value innovative beauty over the profitable business (which ultimately is the extent to which that innovation us enjoyed by people), or to innovate for innovation’s sake despite minimal utility at great effort.
The reason I’m writing is because I see a game like Kingdom Rush crushing it. And while that’s a great game, yours has even more underlying useful innovation. I’d love to see you absolutely crushing it. I’ve been where you are, having worked extremely hard to innovate, being recognize and loved by some who recognize it, but being passed on by the masses who grabbed the more colorful packaging or the less natural but longer shelf Life version.
Make Money! You’ve done the hardest part that most people are incapable of. Now take what’s yours!
+1thumbsup
Nice to see progress, Keep it up! be back in a month or two to check again. Really really hoping this can be done by Christmas, But i know how long it takes you to make awesome games from the time between each of the last ones. So not actually expecting it by then but here is to hoping!
All I can say technically so far is that the yellow missiles that are shot by friendlies could really use some smarter targetting around 10:45-11:20.
Other than that, I love what I see.
Maybe the 4th game should be called “Creepers’ Worlds”. π
i (like everyone else im sure) would love to get a early release demo just to play around with and mess with stuff
I don’t know how, but I want it now.
First question, probably the hardest: what’s some of the more memorable stuff that didn’t work out so well? π
As for other points of note:
Stripmining the ground for tech does indeed seem a bit strange. Maybe go for discrete artifacts and ruins to research, or the passive science generation route. (Or both!)
The Tanker is neat, and I could see lots of interesting things with it, but it’s a bit… simple, I suppose. As CW fans, we all want some networks: maybe land-based energy relays could be worthwhile? (at least in some instances. )
One thing about the land is that the space combat and particles look fun and interesting: by contrast, the land combat is basically the Mire, and the Mire, while it has a number of benefits, has nothing that really makes it interesting in my view. It just sorta does its thing, and its thing isn’t nearly as obvious and attention grabbing as explosions- you might notice the particles bouncing off instead of being absorbed, but the energy is just a number. While I’m not sure you want to make fighting on land more complex, perhaps you could make its benefits more interesting. Maybe Mire emerges from the ground and makes plants, structures, things. Interesting things. Maybe if an enemy land is Mired enough, it starts lining the edge with lasers and other nasty things- but if you can Mire it yourself and keep that position, it’ll grow some beneficial structures for you instead!
Okay, I’m a CW fan, I have all 3 games, and I can safely say, I do NOT want this to have networks like in CW. I want something new and refreshing, not the same thing he’s been making for the past I don’t know how many years. And when I say new and refreshing, I don’t necessarily mean an entirely different themed game, but the smaller components (like networks) need a redesign to make it a good game, in my opinion. What V has here looks very, very awesome, and I really wouldn’t have it any other way.
Also, while strip-mining for tech does seem rather odd, V has said that he’s tried many things to make the land more interesting but they all end up taking your attention away from the main game (space). That also answers your land combat thing I believe.
DISCLAIMER: I am not Virgil, and though Virgil may agree with these opinions I have stated, we will not know unless he posts and says so, so unless that happens consider this as merely my opinion. Also, if it seemed like I was rude, I apologize, I never meant to come off that way.
Fair enough if you don’t want to build moar networks! I like logistical problems, but you don’t have to. We can agree to disagree π
As for the land combat thing, part of it was inspired by Reassembly and its angry space plants that attach to the side of asteroids and cover the screen in bullets if you shoot them! Those are fun. I was thinking that what the land combat would need is not necessarily more complexity in and of itself, but instead having more interesting effects on the greater space battle. Thus, angry space plants et al.
Though a ship that launches Mire at the ground could be nice. But I’d agree that I doubt the ground combat itself needs much more elements, if any.
I agree with you Twi. Honestly the “ground Combat” if we want to call it that, will do well by being just as simple and effective as it is now.
Also Twi, thanks for reminding me of Reassembly… Hmm… The ability to design your own ships… Now that… That would really be something… All be it. A really over-powered something. Haha…
Maybe something for the ( I’m ever hopeful ) editor? π
*Correction
I agree with you: Ninjadude502*
( I don’t know where my mind is tonight… Maybe it’s been Mire’d? )
You didn’t get it right even then. xD It’s Ninjadude501. π
No hard feelings. π
you know…
thats actually a good idea.
maybe you should add something that the enemy would build on an island once they have taken it over with mire
Dear Vergil
I would like to propose something to you, I could help you. You probably only know me by a few measly comments but I would love to help. You would probably never consider this but I would like to help you by an apprenticeship. An apprenticeship is where you learn on the job. So if you teach me, I would be willing to help you. And me learning would be my payment. I would help you for free and I would love doing it. So if you receive this then tell me what you think. It would be an honor.reach me at: [REDACTED for your safety]
From Jordan P.
if you want to meet before you make a decision then email me which city you want to meet in and i will tell you if i can get there or not.
the name?
I still think it will be warship.
Virglw my birthday rolled by and dropped off a brand new PC. Creeper world 3 is running so smoothely it actually thowing me off my game as i no longer have a tick rate drop so my actions have to be faster and on the spot.
Wait. Wait. WAIT.
So the Particles are gaining consciousness?
There imitating us?
Oh man… this story is going to be GOOD.
( I always enjoy a nice crunchy These-things-are-getting-smarter atmosphere! )
I’d laugh if one mission the blasted things constructed there OWN mobile HQ, and laid siege on one of our Corporate Strongholds…
Or we both construct massive Titan ships and have one tail-kicking final battle!
Goodluck Virgil! π
Checking for an update has become an obsession. 1 month since last update in 1 day. Not that I’m counting π
Can you show us what happens when the Headquarters is destroyed?
I think it’s going to BOOM.
Can’t wait for the next update. It’s been 30 days since you posted this, V. π
If you wanted, I could take over the video making so that they could see actual game-play. Though I doubt I’d be very good, both at playing the game and making the videos consistently.
Okay, when I said actual game-play, I meant larger maps and longer videos. You are definitely showing us actual game-play, and I didn’t mean anything by it, my brain was just shut off when I said that. lol
Yeah, I’m working on a new build with some crazy new stuff and will be doing a new video this coming week… that’s the plan.
Hey, so you probably get a bunch of these requests all the time but I’d be thrilled to play test the game. Ive had experience play testing games before with a notable one being World of Goo. Im currently 19 and im an avid strategy game player having much experience playing the Creeper World series.
Thanks,
DG