Dear Evil Red Particles,
I hope you enjoy the custom gift baskets we have prepared especially for you. ย You and your Doppel friends have been on our minds lately.
Although I really wish you’d have showed us the C. Class ship, Carrier, you know, the big ones.
Also, I’m glad to see that at such an early stage in development you’re already taking suggestions from the community! (the modules thing)
Could you tell us what stage you consider the development to be in right now? Pre-Alpha, Alpha, Beta, Gamma, etc.?
Got it, thanks for the response!
Did I mention this game looks AWESOME?
Because, it does. More so than CW3 looked. Alright, that might be a stretch, but it is looking at least nearly as awesome as CW3 looked.
just played the video for the 5th time and i want to play this game more and more :'(
can’t wait man you are doing amazing already.
MissingInActionJuly 20, 2015 at 3:55 pm | Permalink
You never cease to impress Virgil. Designing your own ships…. cant wait to try it out.
Devin St. ClairJuly 20, 2015 at 4:40 pm | Permalink
PLEASE! PLEASE! PLEASE! Hurry, we MUST have this game!!! ๐ Now I’m going to dream about this.
Call Me..... LuciferJuly 20, 2015 at 4:46 pm | Permalink
Now I REALLY *REALLY* want in to the beta group. Hell, I’d pay full price to play it NOW. (And NO, I’m not kidding.) I have always had the most fun playing a game as it evolves, but I feel that most early access releases on Steam are just money sinks. How the heck are you going to make a GTA/Halo level game with a dev team of three people? /rantmodeoff
Aaaanyway. If you were to do some sort of early access thing, you’d get my money.
Unless I need to save it for iMax 3D tickets to see the new Star Wars movie. Then he wouldn’t get my money.
KicksBricksterJuly 20, 2015 at 7:22 pm | Permalink
The customizable ships are very interesting, but I can really see a chance to make something interesting: A weapon ‘crafting system’.
I recommended something similar for ships, but if you could instead collect various resources throughout the map, and craft modules, hull plates, etc… you could have an extremely customizable fleet that allows you to complete a mission in your own way.
For example: You have 100 Resources. You can craft 10 hull plates for 5 resources, a laser for 15, and a missile launcher for 30. You could create more hull plates, and have a larger ship with less weaponry, or craft less hull plates and create a small but powerful ship.
There would obviously need to be some kind of negative for creating massive ships with lots of weapons. Maybe larger ships with more ‘mass’ move slower than a smaller ship. Certain modules could be heavier or lighter based on their power, size, and resource cost.
I feel like being able to have that option to craft modules and hull plates would make for some very interesting gameplay. One player might go about a mission in a way that’s completely different from another player. It would take some balancing and clever code, not to mention a resource collection system, but it could be really neat.
In spite of my lack of activity over the past year or 2, come volunteer testing by KC users, if you ever need someone to sniff out bugs and glitches that not many others have noticed like in game 3, you can count on me.
Great idea for Custimizable ships. that make the games easier. being stuck with the same type of unit makes people prefer one to the other. (cannons out the wazoo with Bertha Cleanup crew behind them) which leaves the otheres as useless. this custizable army now can tweek your fleet for the task at hand and not Generalized.
that big gun looks like it would only allowed 1 of on anyship. unless we get another command ship frame. OH HO! cant tell right away what its size is but im sure 2 or 3 of the super cannons would make it the most powerful ship in your army (INSTA THOR!) BOYA CW I refrence drop.
LOL keep up the good work virglw. if you ever need more testing remember We the comunity would gladly help an Indy game Developer out.
Learn any procedural or object oriented coding…. Java, C#, php, javascript, BASIC…. it doesn’t really matter. Learning to code then learning a platform are two totally different things lost in the main stream media. Once you can code any language you can pick up another in days. Then, to learn the platform (all of the APIs, how to use them to do things, the concepts involved with graphics, sound, etc) can take months and years. For C# the platform is called .NET. For Unity development the platform is .NET (mono) plus all of the Unity stuff (which is built on top of core graphics concepts like meshes, shaders, etc.). It’s the same for flash games. The language is AS3, the platform is the flash player. It’s got a whole set of thousands of APIs, graphics, animation management, etc.
Start simple, then build on what you have learned.
I am, aswell, looking to get into game programming in cpp. I already know the basics/syntax of cpp. The problem I have is that I don’t know where to search to continue learning in the gaming section. I don’t really have a budget to take a class (I’m only 16) and the only real way for me to learn is online for free (youtube etc.). I don’t want my dreams to be blocked with something I cannot get around. Any ideas for me? What should I learn next, as I have no idea where to go from here.
I don’t know what made me think of this, but it seemed interesting enough for me to want to post, though not terribly relevant to the video.
Something got me thinking about Blast Corps, an old N64 game. The premise of the game (as best I remember) is that there’s a truck that’s on its way to deliver two nuclear missiles to a site designated for them to be safely detonated. The truck begins leaking nuclear materials, so its autopilot engages and sets the fastest possible route to the site: A straight line ignoring all obstacles. Unfortunately, even the slightest jostling could cause the nukes to explode, so running into an obstacle would be catastrophic. Thus the Blast Corps are called in, to demolish any buildings in the way as well as bridge any rivers or holes in the ground so the truck can safely pass through (and as an aside, evacuate civilians and activate devices meant to soak up rads from the leaking missiles).
Not the most unique idea, lots of games feature escort type missions, it’s just what was on my mind.
With that, I got to thinking it might be cool to have missions of a similar nature be implemented. Your goal isn’t to wipe out the pixels necessarily, but rather to mount a mobile defense/offense around a slowly (but constantly) moving Capital Ship that must be defended to the last. Different sorts of obstacles and fortifications could be set that must be destroyed, like those enemy lasers which were constructing walls in this video. Though I know people are not generally fans of having forced time limits and such (the few maps with forced time limits in CW3 seem to have caused quite some outrage… Then again, maybe you’ve just got a bunch of bellyachers from the Steam Community to thank for that.)
Perhaps the idea could be to navigate a highly destructive and fragile weapon deep into a pixel nexus, where it would then detonate to wipe out the pixels in the area. Or just to get a civilian ship through an enemy territory. Who knows. It sounds like fun to me though.
On a more relevant note:
I like the Grabber module displayed in the video. Seems like a fun idea, though possibly a bit limited unless blue pixel emitters will be a common occurrence. I wonder if the mire could perhaps be converted and used to power the Grabber as well…
I have an idea, Since it seems like you removed the phalanx cannon land unit. Why not have a land rover that acts and customizable like a ship. It could target land dopples (if that turns out to be a thing) and Mire. It would not be able to target particles because the particles would target the rover and turn into mire. Hope you like the suggestion i would also like to be a beta tester if you need any.
Interestingly the ion engine works similarly to how a normal engine works, but with charged particles creating a field rather than and explosion creating force. As such, it still uses fuel (often xenon) and a lot of electricity (to make the ions). This makes it suitable for space as it is incredibly fuel efficient when compared to normal rockets.
actually i think your right, on the bottom of the screen on the panel it says structures and it might be in there or in the last omni slot like you said.
Yup your right. There is an image on V’s Twitter and on the left of the screen on the ship bar under ANX there says 5 and there are 5 phalanx cannons else where on the screen.
Hey V, remember on April 27th you said “โฆ once I get past these early alpha stages I plan to โearly accessโ and do a much more open late-alpha/beta phase.
I was wondering if you happened to have any update on when that would be happening, as you said earlier that you’d consider the game to be in a sort of late-alpha stage already.
No rush or anything, I just kinda maybe want to play that game really, really badly. ๐
I still don’t really know what the schedule for release is, or early access, or any of that. I’ll decide one morning when I wake up and I don’t have a giant list of stuff to do or experiment with. It’s like walking down a really long train track for hours and hours. Then in the distance you hear this really faint rumble. You stop… then you barely hear the horn of the train. When that happens, your heart starts pounding and you start to get a plan of action in place (hopefully you aren’t on a bridge).
When I hear the first rumble of the release, that’s when I’ll get my plan of action into place.
When i see u customize a ship i see all kind of modules to add but i don’t see any block like things to make your ship bigger. will te be possible later in the game or maybe a personal flag ship that you can customize how you like it? (with some sort of limit ofcourse) or is that too.
Wow. I just watched this and this game has gone from good idea to best game ever. Well, maybe not quite best. It actually looks complete. Appearances can be deceiving, but the goal of any game is a strong feeling of fun. Testing this game looks like huge fun. If the experience is fun enough as is, it might be worth it to slap on a sound track and pack it up as a prequel and continue working on the engine in a forked project.
Well. The part we see looks complete. Eg. Ship customization, particle physics and different types of spawner and resources. But we don’t know things like level layout, story etc. Things that you can’t judge by seeing a single level.
Hey V, do you think we might be able to get weekly pictures?
If it would be too much trouble you don’t have to, but it would be awesome if you did. ๐
Hi, Virgil. Just popping in to say hi and comment on how well everything seems to be going. ๐
Also, (although it’s probably something on my end) the videos tend not to load in chrome for me. I don’t know if anyone else has a similar issue. I still keep up with the videos on your youtube channel though.
As always, checking back every day.
– Adam
(Really, incredible looking game)
if you click on the shield on the url bar a box will pop up and there will be an option to load unsafe scrips and if you select it the video will pop up. Virgil said something about hacking the blog so some features can work so that is why you cant see the video.
Tried, but to no avail. Can you check the setting for chrome (‘cuz that’s what i’m using atm). Also, when you mentioned Virgil modifying the blog my mind instantly remembered that dark april fools when he had an image of blue gel. Ahhh, good times :P.
It seems to play fine on my test systems and I don’t have any other reports of problems. Make sure you have the latest windows 10 updates and check you GPU drivers in particular. Then do a full system reboot. If you still have problems followup on the support forums here at knucklecracker: http://knucklecracker.com/forums/index.php?board=2.0
I’m happy to report that it appears to be solved. I *think* that it was related to missing MSVCR100.dll or MSVCP100.dll files. I was trying to get XCOM’s demo to work, and when I typed in “.exe” into the search bar I saw the vcredist exe. Navigated to CW3 folder, ran the x64 one, now works. ๐
“One day I’ll wake up and be like, “Hey, today is the day””. ~Virgil when asked to upload the game.
“It could take days, weeks, months or even years. As long as it takes for me to feel happy with the game” ~Virgil in one of the blog videos.
Give it time, as they say “Good things come to those who wait” ~Every annoying person in the universe.
first of all about the grabber module, it has collect en project and project only but are you planning on adding collect only option for it? because maybe players want to collect with 2 or 3 grabbers at the same time then store it up and then project it into the enemy base on lets say the other side of the map. it would make the grabber module more effective and not left out for later in the game on some missions.
second i wonder about the MK-7 weapon (a.k.a anti dopple cannon among my friends :P) in the video you said you can add more modules of the same kind on one ship but this weapon is so big that for most of the ships its not possible. now i wonder if you can make a weapon similar to the MK-7 but smaller, sort of an MK-1 with one cannon but smaller so you can also make it on smaller ships.
I’ll do another video once I’ve finished the current sprint I’m currently on. I’m adding hull editing, custom fleet deployment options per mission, and some online goodies. I’ll show some of that once it is at a milestone… and the C-Class will join a virtually unlimited number of other ships and configurations.
At this stage I’m referring to an online ship database. There are many thousands of possible ship designs so if you are lazy like me you’ll probably enjoy being able to download and play with ships designed by other people. That’s not all of the online stuff the game will include, but it’s what I’m working on for the next build.
Be careful… Don’t do the “Why not use ships other people have made in normal levels” idea. While good on paper, it just makes the game harder and harder over time.
Custom ships (hulls and loadouts) are used in two places currently….
First, an author of a custom map decides what ships to include in the inventory for the mission. Those could be stock ships, or any ships desired. Those included ships are as much a part of the map design as the enemy structures, etc. So, there will be good custom maps and terrible custom maps just like with the CW games. In the case of custom maps, the map author will want to have access to an online database of ships, along with the stock ships, and an editor.
The other case for custom ships is as an alternate “sandbox” type play mode on missions. Currently, when you play a mission you are given a choice of some settings. One of those is “Play with custom fleet”. If you do that, then any eventual score tables won’t apply, etc. But you can have fun playing or replaying a mission with different ships. There’s actually two modes, one where you are limited by your total fleet cost and another where it’s an open ended sandbox, but that’s getting into the specifics.
Note that the story missions will require playing with the “default” fleet before standbox fleets are unlocked. That’s the plan anyway.
Ninjadude501August 13, 2015 at 1:26 pm | Permalink
Whew, that’s a relief. I was worried with this hull-editing thing that you didn’t really have all the specifics worked out and it wasn’t going to turn out well. Guess you proved me wrong. ๐
When you say “Custom fleet” do you mean as in a fleet you have made, or a fleet someone else has made and you have downloaded or even a fleet that was uploaded to a server somewhere and was picked at random? All of them sound like a good way for increasing replayability.
Ninjadude501August 14, 2015 at 2:46 pm | Permalink
Your comment about replayability just made me think of something I want to do with this.
After I finish the campaign the first time, I want to go back through and play it only using the small cannons (the ones on the cruiser). No missiles, no Mk7, no laser, etc.. Just the cannons.
๐
While you’re waiting replay the story for CW3 using only bombers and sprayers (where available) or collectors and blasters or strafers and bombers only. Its harder, and funnier.
Ninjadude501August 15, 2015 at 11:47 am | Permalink
I might, if I can locate where my CW3 download was.
I was trying to restart the story completely and I think I totally destroyed the story missions.
Not sure if I’m going to make a tech support post about it or not, but if I do fix it ever I may try what you suggested.
It has been mentioned more than enough now: this game is NOT a sequel to creeper world, but a different game. Some things may seem similar as it is his style, but he isn’t remaking a creeper world game, he is making a new game that is standing on its own. The storyline may connect this to creeper world, but as you can see the gameplay is different, the enemy is different so there aren’t necessarily any obligations to put in or rework anything really from CW. I hope that answers your question.
ps: this is my interpretation of Virgil’s perspective. Although I believe to be correct, this might not entirely reflect his point of view.
its just a question and spores is known by this community so i used that word maybe should have said that before but okay. what i really meant if there comes something similar to the spores of cw3
the way you said it makes it feel like you obligate him to make an alternative for spores in the game. Just a misunderstanding then, sorry for that ๐
It’s unlikely there will be spores. Either that or a “spore” will be composed of a tightly packed cluster of particles.
Qwerty QuazoAugust 20, 2015 at 3:57 am | Permalink
Suggestions:
1) When moving, the ships could have some inertness, like particles.
2) Configure the ships before the mission, that could be really challenging (if you have to do it at only missions and not customs).
3) Is this the biggest size of the map? If not, make a video with it.
4) Make videos with full gameplay, even if it is at alpha stage.
5) Land has 7 layers (if it hasn’t) for many many upgrades (7 because i like it :P).
5.1) Mire can be complicated if we combine these land layers with 3 mire layers so it would have some Creeper World 3 in it (3 because it would become laggy (i think) and it would be difficult to capture some land).
6) You could configure more this green or red area.
6.1) Something that shoots Mire can capture it
6.1.1) Or these lasers that clear it instead
7) Make bigger ships for more modules and more particles for more fun (this can be combined with suggest 3).
8) A bit better weapons if make real suggests 2, 3, 5.1, 6, 6.1 and 6.1.1
Summing up: Questions:
1) Scale up everything. 1) Will all these be really laggy?
2) Better use for Mire. 2) Are these even possible?
3) Creeper World 4 must be based on the previous ones.
1. Why? Wouldn’t this just make the ships hard to control?
2. How would you be able to apply modules that you pick up during a mission, before the mission? How would this tie into the storyline?
3. I think V said somewhere that maps were bigger… But I can’t confirm that.
4. I think the idea behind only showing a bit, is to show the features while not taking maybe, 40 minutes to complete a level. (Unless the level was Specifically constructed to demonstrate the features.)
5. Land already has layers. Look at the video which demonstrates the remnant.
5.1 If you put in multiple layers of mire how is the player going to know there is mire below? Also, how are they going to know that they are fighting on mire? Does the mire not effect them while it is below them? If not, why not just slow down the spread of mire for the same effect?
6. Could you please clarify?
6.1 The mire generator was removed to make space for the other ships. Friendly mire still exists and can be seen in this video.
6.1.1 The idea was that mire would be cleared by friendly mire, although I think that phalanx could shoot mire.
7. V is working on custom ship hulls. These will allow creation of huge ships. There’s probably some form of downside and/or resource cost involved.
8. The weapons in all creeper world games have been underpowered, this meant they had to be spammed and used tactically. This required a suitable network and created the backbone of what the game was about. It’s also what gave the game it’s challenge.
Summing up my counterarguments:
1. Scaling things up is probably already in the game, however, I found that in the CW games I actually preferred some of the smaller levels.
2. Mire is more of a land denial tool but can also be tactically used to make a particle sponge, by constantly shooting mire and having it be replaced by particles elsewhere to lessen pressure on the front lines.
3. This is not creeper world 4. – However the two may be set in the same universe and/or at the same time.
Qwerty QuazoSeptember 8, 2015 at 3:25 am | Permalink
UPDATED!
1) Configure the ships before the mission (like after a mission get some tech tree point which you can research things).
2) Is ”Very Truly Yours” the biggest map you can create? If not, make a video with full gameplay in it (and obviously complete the mission).
3) Many more upgrades (suggestion 4) (2).
4) Land should have 7 layers if it hasn’t (I like 7 :P).
4.1) Mire can be complicated if we combine these land layers with 3 mire layers (3 because it would be laggy and useless if it has more).
5) You could configure more this green/red area, like these lasers that clear it instead make mire around the ship the same way.
6) Make bigger ships for more modules and more particles for more fun.
7) A bit better weapons.
8 ) Another kind of particles.
9) Spores or something like that.
10) More weapons and ships for weird uses (9).
11) Terp would be cool but there are harvesters, so I would make a terp that transfers pixels of land or create land that harvs can’t dig.
12) Enemy grabber for enemy particles.
13) Blue-particle ships, imagine an emitter that builds these ships for you.
14) Emitter that works on land, emits mire.
Questions:
1) Will ships be customizable? (in play)
2) Can walls be built? (either in the editor or in play)
3) Can fields affect the drag or maximum speed of particles in them?
4) About how many particles can you simulate at once at 30hz?
5) Is your engine multithreaded?
6) What are the system requirements you are shooting for?
7) Can the enemy reconstruct on mines that you neglect?
8 ) How many buildings will the game have? (6, from the last image)
9) Will you change the name of bog/mire? A few of us don’t like it.
Qwerty QuazoSeptember 8, 2015 at 4:21 am | Permalink
Strategy tips:
Port should have same range with the base that resupplies it (because the range is too big).
Man, you showed us in this video 9-ship fleet, when the inventory can hold 24. IMAGINE 3 FLEETS LIKE THIS ONE DESTROYING THE EARTH. Do NOT reduce the amount of ships less than 20. Anyway, Virgilw has created the following ship, and I imagine 23 more of these. Command | 3 Engines | 2 Lathes | 8 Lasers | 4 Particle Beams | 6 Cannons | 8 Missile Launchers | 3 Energy Tanks | 8 Guppies | 3 MK7s |. For image, go to https://knucklecracker.com/forums/index.php?topic=19079.0 or see my profile image.
And why not? Doppels with more weapons will blow us out.
A quick question: How long do you spend reading/responding to comments? I don’t think I could as much as you if I did 24/7!
Also do you think you will edit the particles at all graphically or mechanically? They seem to be pretty good as is but who knows what twist you could take ;).
This isn’t CW4. That is well established by now. Do you think you will allude the creeper world, or ever chopraider saga is some way shape or fashion? :O
So there might be tips to CW3??? Maybe even easter eggs?
Ninjadude501August 23, 2015 at 11:06 pm | Permalink
Hey V, how soon do you think you’ll have the next vid up? It’s been more than a month since the last, and I really want to see more of this if possible. ๐
Yeah, I’ve been busy with a lot of “startup and finish” stuff. Everything from the ship editor and browser, to launch screens. Lots of slow work but very necessary. I’ll do the next video once I get a few more pieces in place.
Ninjadude501August 24, 2015 at 3:00 pm | Permalink
i think the video will come before the game (actually i am quite sure XD) but if you look at the recent timeline from the last 2 videos there will be a new one any moment now ๐ ^^
Ninjadude501August 27, 2015 at 1:35 pm | Permalink
Allow me to quote V when I asked him about release plans about a month ago.
“I still donโt really know what the schedule for release is, or early access, or any of that. Iโll decide one morning when I wake up and I donโt have a giant list of stuff to do or experiment with. Itโs like walking down a really long train track for hours and hours. Then in the distance you hear this really faint rumble. You stopโฆ then you barely hear the horn of the train. When that happens, your heart starts pounding and you start to get a plan of action in place (hopefully you arenโt on a bridge).
When I hear the first rumble of the release, thatโs when Iโll get my plan of action into place.”
Also, when I asked him a few days ago about the next video.
“Yeah, Iโve been busy with a lot of ‘startup and finish’ stuff. Everything from the ship editor and browser, to launch screens. Lots of slow work but very necessary. Iโll do the next video once I get a few more pieces in place.”
When do you think this will be released.
I hope not more that a year I really want to play this game and if it is more than a year I will be disappointed, but not enough to not play the game. I think that 6 months tops is how long I will want to go till the next game. But I think I can go awhile without the next game because I still have not finished all of them
If you are just skimming it then here are the main points
1. release date
2. I can last for about 1-2 months(still have game play from others)
3. I hope that it is 6 months tops
I’d rather have a complete and awesome game that I have to wait long for than have him rush the game to give us a half-made bugging game in half a year. The game will be ready when it’s ready, and I wouldn’t have it any other way.
i agree with this, there is no point rushing him to finish the game.
when u do it will only get out worse than we hope and expect and then there is no fun at all.
just sit and watch the videos and plan ur gameplay
Well like usual I’m here lurking.. Games looking really good V, can’t wait. Not much of a commenter but love your games; have been around since CW1.. All are still on my computer, looking forward to adding this one to my collection.
And I won’t ask your favorite question. =P Keep up the good work V.
Be patient ๐
I myself am currently replaying all the CW games (story only) and have nearly finished CW2.
I hope this game is another gem. (Looks like it)
Here’s an idea: those bio-walls or whatever, could they act like land, so the ships couldn’t land on them? They appear to be like land, but it looks like only to the blue particles. Maybe you could add blue dopples for giant fights. The game looks great ๐
If you pay attention and look very closely you can see that some blue walls have an “x” on them and when a particle touched it it vanished and the wall did not go away. Also i don’t know why you would want to land your ships on land because that would just put it in more danger when the red mire gets too close. And i do like the idea of having blue dopple ships,but i’m going to add on to your idea of having the choice to have a blue particle hull or the normal ship hull. That would be neat if there was a option for that but whatever they are some interesting ideas.
Thanks for the video, V!
Although I really wish you’d have showed us the C. Class ship, Carrier, you know, the big ones.
Also, I’m glad to see that at such an early stage in development you’re already taking suggestions from the community! (the modules thing)
Could you tell us what stage you consider the development to be in right now? Pre-Alpha, Alpha, Beta, Gamma, etc.?
Oh, and I forgot to mention one thing.
Shut up and take my money, V.
lol
I’d call it late alpha some days, early alpha on others. ๐ Truthfully, it’s probably closer to late alpha than early, though.
Got it, thanks for the response!
Did I mention this game looks AWESOME?
Because, it does. More so than CW3 looked. Alright, that might be a stretch, but it is looking at least nearly as awesome as CW3 looked.
Any chance you will let us buy it in beta like you did with CW:3? I already want to play this.
…He didn’t let us buy CW3 while it was in beta, last I knew.
You call this EARLY-LATE ALPHA?!?! The game looks amazing already! I can’t believe you’re doing all this alone either! I am… wowed.
Take my money. All of it, if you want. leave $40 for Lotv, though. And another $10 for CW1.
You got your priorities straight. lol
Amazing……
just played the video for the 5th time and i want to play this game more and more :'(
can’t wait man you are doing amazing already.
You never cease to impress Virgil. Designing your own ships…. cant wait to try it out.
PLEASE! PLEASE! PLEASE! Hurry, we MUST have this game!!! ๐ Now I’m going to dream about this.
Now I REALLY *REALLY* want in to the beta group. Hell, I’d pay full price to play it NOW. (And NO, I’m not kidding.) I have always had the most fun playing a game as it evolves, but I feel that most early access releases on Steam are just money sinks. How the heck are you going to make a GTA/Halo level game with a dev team of three people? /rantmodeoff
Aaaanyway. If you were to do some sort of early access thing, you’d get my money.
And mine. He’d get mine. Quite a bit of mine.
Unless I need to save it for iMax 3D tickets to see the new Star Wars movie. Then he wouldn’t get my money.
The customizable ships are very interesting, but I can really see a chance to make something interesting: A weapon ‘crafting system’.
I recommended something similar for ships, but if you could instead collect various resources throughout the map, and craft modules, hull plates, etc… you could have an extremely customizable fleet that allows you to complete a mission in your own way.
For example: You have 100 Resources. You can craft 10 hull plates for 5 resources, a laser for 15, and a missile launcher for 30. You could create more hull plates, and have a larger ship with less weaponry, or craft less hull plates and create a small but powerful ship.
There would obviously need to be some kind of negative for creating massive ships with lots of weapons. Maybe larger ships with more ‘mass’ move slower than a smaller ship. Certain modules could be heavier or lighter based on their power, size, and resource cost.
I feel like being able to have that option to craft modules and hull plates would make for some very interesting gameplay. One player might go about a mission in a way that’s completely different from another player. It would take some balancing and clever code, not to mention a resource collection system, but it could be really neat.
In spite of my lack of activity over the past year or 2, come volunteer testing by KC users, if you ever need someone to sniff out bugs and glitches that not many others have noticed like in game 3, you can count on me.
Great idea for Custimizable ships. that make the games easier. being stuck with the same type of unit makes people prefer one to the other. (cannons out the wazoo with Bertha Cleanup crew behind them) which leaves the otheres as useless. this custizable army now can tweek your fleet for the task at hand and not Generalized.
that big gun looks like it would only allowed 1 of on anyship. unless we get another command ship frame. OH HO! cant tell right away what its size is but im sure 2 or 3 of the super cannons would make it the most powerful ship in your army (INSTA THOR!) BOYA CW I refrence drop.
LOL keep up the good work virglw. if you ever need more testing remember We the comunity would gladly help an Indy game Developer out.
You should totally be going for crowdfunding, your game concepts look just so awesome!
Honestly, i would have been happy with just the regular ships.
But being able to customize? I like it, I really do.
Thanks for the update.
Arrrrrghh…. can’t wait…. must… replay…. CW…. again…..
Hey V, could you recommend a resource for learning C#? I decided I’m tired of waiting for this, so I’m going to try and make my own game. ๐
Learn any procedural or object oriented coding…. Java, C#, php, javascript, BASIC…. it doesn’t really matter. Learning to code then learning a platform are two totally different things lost in the main stream media. Once you can code any language you can pick up another in days. Then, to learn the platform (all of the APIs, how to use them to do things, the concepts involved with graphics, sound, etc) can take months and years. For C# the platform is called .NET. For Unity development the platform is .NET (mono) plus all of the Unity stuff (which is built on top of core graphics concepts like meshes, shaders, etc.). It’s the same for flash games. The language is AS3, the platform is the flash player. It’s got a whole set of thousands of APIs, graphics, animation management, etc.
Start simple, then build on what you have learned.
I am, aswell, looking to get into game programming in cpp. I already know the basics/syntax of cpp. The problem I have is that I don’t know where to search to continue learning in the gaming section. I don’t really have a budget to take a class (I’m only 16) and the only real way for me to learn is online for free (youtube etc.). I don’t want my dreams to be blocked with something I cannot get around. Any ideas for me? What should I learn next, as I have no idea where to go from here.
I don’t know what made me think of this, but it seemed interesting enough for me to want to post, though not terribly relevant to the video.
Something got me thinking about Blast Corps, an old N64 game. The premise of the game (as best I remember) is that there’s a truck that’s on its way to deliver two nuclear missiles to a site designated for them to be safely detonated. The truck begins leaking nuclear materials, so its autopilot engages and sets the fastest possible route to the site: A straight line ignoring all obstacles. Unfortunately, even the slightest jostling could cause the nukes to explode, so running into an obstacle would be catastrophic. Thus the Blast Corps are called in, to demolish any buildings in the way as well as bridge any rivers or holes in the ground so the truck can safely pass through (and as an aside, evacuate civilians and activate devices meant to soak up rads from the leaking missiles).
Not the most unique idea, lots of games feature escort type missions, it’s just what was on my mind.
With that, I got to thinking it might be cool to have missions of a similar nature be implemented. Your goal isn’t to wipe out the pixels necessarily, but rather to mount a mobile defense/offense around a slowly (but constantly) moving Capital Ship that must be defended to the last. Different sorts of obstacles and fortifications could be set that must be destroyed, like those enemy lasers which were constructing walls in this video. Though I know people are not generally fans of having forced time limits and such (the few maps with forced time limits in CW3 seem to have caused quite some outrage… Then again, maybe you’ve just got a bunch of bellyachers from the Steam Community to thank for that.)
Perhaps the idea could be to navigate a highly destructive and fragile weapon deep into a pixel nexus, where it would then detonate to wipe out the pixels in the area. Or just to get a civilian ship through an enemy territory. Who knows. It sounds like fun to me though.
On a more relevant note:
I like the Grabber module displayed in the video. Seems like a fun idea, though possibly a bit limited unless blue pixel emitters will be a common occurrence. I wonder if the mire could perhaps be converted and used to power the Grabber as well…
Good ideas… and it does sound fun.
I wonder if you could use the grabber on the red particles. Create some form of force based defense.
I have an idea, Since it seems like you removed the phalanx cannon land unit. Why not have a land rover that acts and customizable like a ship. It could target land dopples (if that turns out to be a thing) and Mire. It would not be able to target particles because the particles would target the rover and turn into mire. Hope you like the suggestion i would also like to be a beta tester if you need any.
You are also probably going to change the name of the grabber module so my name idea for it is the vacuum module.
vacuum module…in space…i think ION Accelerator would be more intresting.
Now that I think about, your name would make more sense
funny thing is we have Ion acceration technology. we use it on satalights that way they can stay in orbit longer. by litterally pushing ions.
THE MORE YOU KNOW!
insert cheezy quote from the 80s!
Interestingly the ion engine works similarly to how a normal engine works, but with charged particles creating a field rather than and explosion creating force. As such, it still uses fuel (often xenon) and a lot of electricity (to make the ions). This makes it suitable for space as it is incredibly fuel efficient when compared to normal rockets.
I think the phalanx might still exist actually, the third omni is labelled “ANX”, of course that means that the mire generator was removed instead.
actually i think your right, on the bottom of the screen on the panel it says structures and it might be in there or in the last omni slot like you said.
Yup your right. There is an image on V’s Twitter and on the left of the screen on the ship bar under ANX there says 5 and there are 5 phalanx cannons else where on the screen.
Just noticed at the very end of the video on the far left of the screen, the particles look like they are building the C class ship. Hype!!!
Have you switched to an SSD yet?
Remember NACDAR? You probably don’t want a repeat.
Why yes I have. I sport Samsung 840 pro, 840 evo, 850 evo, and 850 pro across various equipment now. Make for cleaner video recording that’s for sure.
Hey V, remember on April 27th you said “โฆ once I get past these early alpha stages I plan to โearly accessโ and do a much more open late-alpha/beta phase.
I was wondering if you happened to have any update on when that would be happening, as you said earlier that you’d consider the game to be in a sort of late-alpha stage already.
No rush or anything, I just kinda maybe want to play that game really, really badly. ๐
I still don’t really know what the schedule for release is, or early access, or any of that. I’ll decide one morning when I wake up and I don’t have a giant list of stuff to do or experiment with. It’s like walking down a really long train track for hours and hours. Then in the distance you hear this really faint rumble. You stop… then you barely hear the horn of the train. When that happens, your heart starts pounding and you start to get a plan of action in place (hopefully you aren’t on a bridge).
When I hear the first rumble of the release, that’s when I’ll get my plan of action into place.
Lol
Interesting analogy, I’ll have to remember that one.
Although, for future reference, one that is much simpler and more frequently used is “I’ll cross that bridge when I come to it.”
Are you planning to add these test missions (in the videos) to the game as extra “skirmish” type missions? (like you did for CW3)
Some of them might survive and make their way into the game at release (in some form anyway).
Please please please save these missions. They look so awesome, especially this one that you most recently showed us.
When i see u customize a ship i see all kind of modules to add but i don’t see any block like things to make your ship bigger. will te be possible later in the game or maybe a personal flag ship that you can customize how you like it? (with some sort of limit ofcourse) or is that too.
I’m working on hull editing. When and how that shows up in the game is an active area of work….
Wow. I just watched this and this game has gone from good idea to best game ever. Well, maybe not quite best. It actually looks complete. Appearances can be deceiving, but the goal of any game is a strong feeling of fun. Testing this game looks like huge fun. If the experience is fun enough as is, it might be worth it to slap on a sound track and pack it up as a prequel and continue working on the engine in a forked project.
Well. The part we see looks complete. Eg. Ship customization, particle physics and different types of spawner and resources. But we don’t know things like level layout, story etc. Things that you can’t judge by seeing a single level.
Hey V, do you think we might be able to get weekly pictures?
If it would be too much trouble you don’t have to, but it would be awesome if you did. ๐
Looking forward to the game.
Tell you what I will buy you coffee so you can stay awake and program.
No better yet, Red Bull, your heart will beat faster, and you will think it is time to release.
Hi, Virgil. Just popping in to say hi and comment on how well everything seems to be going. ๐
Also, (although it’s probably something on my end) the videos tend not to load in chrome for me. I don’t know if anyone else has a similar issue. I still keep up with the videos on your youtube channel though.
As always, checking back every day.
– Adam
(Really, incredible looking game)
if you click on the shield on the url bar a box will pop up and there will be an option to load unsafe scrips and if you select it the video will pop up. Virgil said something about hacking the blog so some features can work so that is why you cant see the video.
Tried, but to no avail. Can you check the setting for chrome (‘cuz that’s what i’m using atm). Also, when you mentioned Virgil modifying the blog my mind instantly remembered that dark april fools when he had an image of blue gel. Ahhh, good times :P.
Idk then sorry then i dont know what the problem is.
According to the console, it’s to do with mixed resources. The requests both need to be sent over HTTPS.
The game’s awesome, and I can’t wait till release. ๐
But at the same time CW3 is completely broken on Windows 10. It’ll start, and then just crash.
It seems to play fine on my test systems and I don’t have any other reports of problems. Make sure you have the latest windows 10 updates and check you GPU drivers in particular. Then do a full system reboot. If you still have problems followup on the support forums here at knucklecracker: http://knucklecracker.com/forums/index.php?board=2.0
I’ve been playing it for ages in Win10. I’d check your drivers and/or reinstall the game.
I actually posted it on a comment below, due to an error. I have solved the issue. ๐
I’m happy to report that it appears to be solved. I *think* that it was related to missing MSVCR100.dll or MSVCP100.dll files. I was trying to get XCOM’s demo to work, and when I typed in “.exe” into the search bar I saw the vcredist exe. Navigated to CW3 folder, ran the x64 one, now works. ๐
Do you think you can put it up on Steam as an Alpha game? I will buy it this second. ๐
“One day I’ll wake up and be like, “Hey, today is the day””. ~Virgil when asked to upload the game.
“It could take days, weeks, months or even years. As long as it takes for me to feel happy with the game” ~Virgil in one of the blog videos.
Give it time, as they say “Good things come to those who wait” ~Every annoying person in the universe.
I’m wondering about some things.
first of all about the grabber module, it has collect en project and project only but are you planning on adding collect only option for it? because maybe players want to collect with 2 or 3 grabbers at the same time then store it up and then project it into the enemy base on lets say the other side of the map. it would make the grabber module more effective and not left out for later in the game on some missions.
second i wonder about the MK-7 weapon (a.k.a anti dopple cannon among my friends :P) in the video you said you can add more modules of the same kind on one ship but this weapon is so big that for most of the ships its not possible. now i wonder if you can make a weapon similar to the MK-7 but smaller, sort of an MK-1 with one cannon but smaller so you can also make it on smaller ships.
The grabber has an “in” mode as well. So you can do what you are talking about.
As for the MK7, there are bigger ship hulls…
alright that ends my questions then ^^
thank you for your quick response by the way.
ooh how nice ๐
Can’t wait!
I didn’t think it was possible.
But I think you just actually made me more excited for this game.
*even more excited
we all are excited ๐
but (not to be impatient or anything) is there a new video coming soon because i want to see your progress so bad ๐
especially that C-Class ship but i guess that will take some time to show just like bertha.
I’ll do another video once I’ve finished the current sprint I’m currently on. I’m adding hull editing, custom fleet deployment options per mission, and some online goodies. I’ll show some of that once it is at a milestone… and the C-Class will join a virtually unlimited number of other ships and configurations.
“online goodies” pre alfa release?? ๐ (i can dream right? ๐ )
Do you think you could clarify what “online goodies” means, possibly?
The mystery is killing me. ๐
At this stage I’m referring to an online ship database. There are many thousands of possible ship designs so if you are lazy like me you’ll probably enjoy being able to download and play with ships designed by other people. That’s not all of the online stuff the game will include, but it’s what I’m working on for the next build.
Be careful… Don’t do the “Why not use ships other people have made in normal levels” idea. While good on paper, it just makes the game harder and harder over time.
Custom ships (hulls and loadouts) are used in two places currently….
First, an author of a custom map decides what ships to include in the inventory for the mission. Those could be stock ships, or any ships desired. Those included ships are as much a part of the map design as the enemy structures, etc. So, there will be good custom maps and terrible custom maps just like with the CW games. In the case of custom maps, the map author will want to have access to an online database of ships, along with the stock ships, and an editor.
The other case for custom ships is as an alternate “sandbox” type play mode on missions. Currently, when you play a mission you are given a choice of some settings. One of those is “Play with custom fleet”. If you do that, then any eventual score tables won’t apply, etc. But you can have fun playing or replaying a mission with different ships. There’s actually two modes, one where you are limited by your total fleet cost and another where it’s an open ended sandbox, but that’s getting into the specifics.
Note that the story missions will require playing with the “default” fleet before standbox fleets are unlocked. That’s the plan anyway.
Whew, that’s a relief. I was worried with this hull-editing thing that you didn’t really have all the specifics worked out and it wasn’t going to turn out well. Guess you proved me wrong. ๐
When you say “Custom fleet” do you mean as in a fleet you have made, or a fleet someone else has made and you have downloaded or even a fleet that was uploaded to a server somewhere and was picked at random? All of them sound like a good way for increasing replayability.
Your comment about replayability just made me think of something I want to do with this.
After I finish the campaign the first time, I want to go back through and play it only using the small cannons (the ones on the cruiser). No missiles, no Mk7, no laser, etc.. Just the cannons.
๐
While you’re waiting replay the story for CW3 using only bombers and sprayers (where available) or collectors and blasters or strafers and bombers only. Its harder, and funnier.
I might, if I can locate where my CW3 download was.
I was trying to restart the story completely and I think I totally destroyed the story missions.
Not sure if I’m going to make a tech support post about it or not, but if I do fix it ever I may try what you suggested.
Sandbox…? Sounds like a lot of replay value right there ๐
these particles and dopples are fun but is there any plan to bring the spores to the new game or are the dopples the replacements for the spore?
I think the particles are supposed to be the spores
It has been mentioned more than enough now: this game is NOT a sequel to creeper world, but a different game. Some things may seem similar as it is his style, but he isn’t remaking a creeper world game, he is making a new game that is standing on its own. The storyline may connect this to creeper world, but as you can see the gameplay is different, the enemy is different so there aren’t necessarily any obligations to put in or rework anything really from CW. I hope that answers your question.
ps: this is my interpretation of Virgil’s perspective. Although I believe to be correct, this might not entirely reflect his point of view.
i know its not creeper world.
why do you think i said/asked if there is any plan to bring spores to the game.
(just an add to that comment)
its just a question and spores is known by this community so i used that word maybe should have said that before but okay. what i really meant if there comes something similar to the spores of cw3
the way you said it makes it feel like you obligate him to make an alternative for spores in the game. Just a misunderstanding then, sorry for that ๐
no problem man but i just needed to make it clear so everyone understands ๐
It’s unlikely there will be spores. Either that or a “spore” will be composed of a tightly packed cluster of particles.
Suggestions:
1) When moving, the ships could have some inertness, like particles.
2) Configure the ships before the mission, that could be really challenging (if you have to do it at only missions and not customs).
3) Is this the biggest size of the map? If not, make a video with it.
4) Make videos with full gameplay, even if it is at alpha stage.
5) Land has 7 layers (if it hasn’t) for many many upgrades (7 because i like it :P).
5.1) Mire can be complicated if we combine these land layers with 3 mire layers so it would have some Creeper World 3 in it (3 because it would become laggy (i think) and it would be difficult to capture some land).
6) You could configure more this green or red area.
6.1) Something that shoots Mire can capture it
6.1.1) Or these lasers that clear it instead
7) Make bigger ships for more modules and more particles for more fun (this can be combined with suggest 3).
8) A bit better weapons if make real suggests 2, 3, 5.1, 6, 6.1 and 6.1.1
Summing up: Questions:
1) Scale up everything. 1) Will all these be really laggy?
2) Better use for Mire. 2) Are these even possible?
3) Creeper World 4 must be based on the previous ones.
This is not Creeper world 4. It is something new.
There is not even a title for this game.
In reference to the last line in your comment, this is not CW4.
This is an entirely new game.
1. Why? Wouldn’t this just make the ships hard to control?
2. How would you be able to apply modules that you pick up during a mission, before the mission? How would this tie into the storyline?
3. I think V said somewhere that maps were bigger… But I can’t confirm that.
4. I think the idea behind only showing a bit, is to show the features while not taking maybe, 40 minutes to complete a level. (Unless the level was Specifically constructed to demonstrate the features.)
5. Land already has layers. Look at the video which demonstrates the remnant.
5.1 If you put in multiple layers of mire how is the player going to know there is mire below? Also, how are they going to know that they are fighting on mire? Does the mire not effect them while it is below them? If not, why not just slow down the spread of mire for the same effect?
6. Could you please clarify?
6.1 The mire generator was removed to make space for the other ships. Friendly mire still exists and can be seen in this video.
6.1.1 The idea was that mire would be cleared by friendly mire, although I think that phalanx could shoot mire.
7. V is working on custom ship hulls. These will allow creation of huge ships. There’s probably some form of downside and/or resource cost involved.
8. The weapons in all creeper world games have been underpowered, this meant they had to be spammed and used tactically. This required a suitable network and created the backbone of what the game was about. It’s also what gave the game it’s challenge.
Summing up my counterarguments:
1. Scaling things up is probably already in the game, however, I found that in the CW games I actually preferred some of the smaller levels.
2. Mire is more of a land denial tool but can also be tactically used to make a particle sponge, by constantly shooting mire and having it be replaced by particles elsewhere to lessen pressure on the front lines.
3. This is not creeper world 4. – However the two may be set in the same universe and/or at the same time.
UPDATED!
1) Configure the ships before the mission (like after a mission get some tech tree point which you can research things).
2) Is ”Very Truly Yours” the biggest map you can create? If not, make a video with full gameplay in it (and obviously complete the mission).
3) Many more upgrades (suggestion 4) (2).
4) Land should have 7 layers if it hasn’t (I like 7 :P).
4.1) Mire can be complicated if we combine these land layers with 3 mire layers (3 because it would be laggy and useless if it has more).
5) You could configure more this green/red area, like these lasers that clear it instead make mire around the ship the same way.
6) Make bigger ships for more modules and more particles for more fun.
7) A bit better weapons.
8 ) Another kind of particles.
9) Spores or something like that.
10) More weapons and ships for weird uses (9).
11) Terp would be cool but there are harvesters, so I would make a terp that transfers pixels of land or create land that harvs can’t dig.
12) Enemy grabber for enemy particles.
13) Blue-particle ships, imagine an emitter that builds these ships for you.
14) Emitter that works on land, emits mire.
Questions:
1) Will ships be customizable? (in play)
2) Can walls be built? (either in the editor or in play)
3) Can fields affect the drag or maximum speed of particles in them?
4) About how many particles can you simulate at once at 30hz?
5) Is your engine multithreaded?
6) What are the system requirements you are shooting for?
7) Can the enemy reconstruct on mines that you neglect?
8 ) How many buildings will the game have? (6, from the last image)
9) Will you change the name of bog/mire? A few of us don’t like it.
Questions and suggestion 11 are warren’s (everything is copied from my topic in forum, https://knucklecracker.com/forums/index.php?topic=19053.0)
Strategy tips:
Port should have same range with the base that resupplies it (because the range is too big).
Man, you showed us in this video 9-ship fleet, when the inventory can hold 24. IMAGINE 3 FLEETS LIKE THIS ONE DESTROYING THE EARTH. Do NOT reduce the amount of ships less than 20. Anyway, Virgilw has created the following ship, and I imagine 23 more of these. Command | 3 Engines | 2 Lathes | 8 Lasers | 4 Particle Beams | 6 Cannons | 8 Missile Launchers | 3 Energy Tanks | 8 Guppies | 3 MK7s |. For image, go to https://knucklecracker.com/forums/index.php?topic=19079.0 or see my profile image.
And why not? Doppels with more weapons will blow us out.
A quick question: How long do you spend reading/responding to comments? I don’t think I could as much as you if I did 24/7!
Also do you think you will edit the particles at all graphically or mechanically? They seem to be pretty good as is but who knows what twist you could take ;).
I spend a fairly small amount of time actually. Mostly while waiting on builds to complete, or between development “topics”.
As for particle image selection… maybe.
One more question for now
This isn’t CW4. That is well established by now. Do you think you will allude the creeper world, or ever chopraider saga is some way shape or fashion? :O
Yes, this isn’t CW4 but it is set in the same overall story universe.
At this moment, do you have plans for a CW4, or is that undecided?
So there might be tips to CW3??? Maybe even easter eggs?
Hey V, how soon do you think you’ll have the next vid up? It’s been more than a month since the last, and I really want to see more of this if possible. ๐
Yeah, I’ve been busy with a lot of “startup and finish” stuff. Everything from the ship editor and browser, to launch screens. Lots of slow work but very necessary. I’ll do the next video once I get a few more pieces in place.
Got it, thanks for the update! ๐
Heh, anyone remember the brain code?
12131214121312151213121412131216121312141213121512131214121312171213121412131215121312141213121612131214121312151213121412131218121312141213121512131214121312161213121412
Wow, I did that from memory…
Please virgil!! We all are waiting. Any idea when we will see the next video? Or better the game
i think the video will come before the game (actually i am quite sure XD) but if you look at the recent timeline from the last 2 videos there will be a new one any moment now ๐ ^^
Allow me to quote V when I asked him about release plans about a month ago.
“I still donโt really know what the schedule for release is, or early access, or any of that. Iโll decide one morning when I wake up and I donโt have a giant list of stuff to do or experiment with. Itโs like walking down a really long train track for hours and hours. Then in the distance you hear this really faint rumble. You stopโฆ then you barely hear the horn of the train. When that happens, your heart starts pounding and you start to get a plan of action in place (hopefully you arenโt on a bridge).
When I hear the first rumble of the release, thatโs when Iโll get my plan of action into place.”
Also, when I asked him a few days ago about the next video.
“Yeah, Iโve been busy with a lot of ‘startup and finish’ stuff. Everything from the ship editor and browser, to launch screens. Lots of slow work but very necessary. Iโll do the next video once I get a few more pieces in place.”
V has the best metaphors ๐
When do you think this will be released.
I hope not more that a year I really want to play this game and if it is more than a year I will be disappointed, but not enough to not play the game. I think that 6 months tops is how long I will want to go till the next game. But I think I can go awhile without the next game because I still have not finished all of them
If you are just skimming it then here are the main points
1. release date
2. I can last for about 1-2 months(still have game play from others)
3. I hope that it is 6 months tops
I’d rather have a complete and awesome game that I have to wait long for than have him rush the game to give us a half-made bugging game in half a year. The game will be ready when it’s ready, and I wouldn’t have it any other way.
i agree with this, there is no point rushing him to finish the game.
when u do it will only get out worse than we hope and expect and then there is no fun at all.
just sit and watch the videos and plan ur gameplay
and ofcourse, play the waiting game ๐
Well like usual I’m here lurking.. Games looking really good V, can’t wait. Not much of a commenter but love your games; have been around since CW1.. All are still on my computer, looking forward to adding this one to my collection.
And I won’t ask your favorite question. =P Keep up the good work V.
Be patient ๐
I myself am currently replaying all the CW games (story only) and have nearly finished CW2.
I hope this game is another gem. (Looks like it)
Here’s an idea: those bio-walls or whatever, could they act like land, so the ships couldn’t land on them? They appear to be like land, but it looks like only to the blue particles. Maybe you could add blue dopples for giant fights. The game looks great ๐
And the blue particles, when not moving, look like the red ones when they aren’t moving…
If you pay attention and look very closely you can see that some blue walls have an “x” on them and when a particle touched it it vanished and the wall did not go away. Also i don’t know why you would want to land your ships on land because that would just put it in more danger when the red mire gets too close. And i do like the idea of having blue dopple ships,but i’m going to add on to your idea of having the choice to have a blue particle hull or the normal ship hull. That would be neat if there was a option for that but whatever they are some interesting ideas.
Pick a price and I’m paying. You’re going above and beyond what you’ve done in the past and I’m excited!