A new game play video and this time I finish the mission. Β Of course a bug had to show up during my attempt to show a whole mission. Β But no matter,Β the First Fleet overcame.
Virgil been following the CW series for ages. I loved those games and this one looks to surpass it. Keep up the good work. Will be buying this to hopefully be one of the first to post beta test it. Goodluck on the steam greenlight too. Will be backing when you put it up.
Looks awesome! I find the style very reminiscent of Creeper World but its not like that’s a bad thing. The potential for gameplay with everything so far looks quite extensive. Though as the joke about bugs goes “99 bugs in the code, take one down patch it around, 257 bugs in the code” π
Virgil, the new game looks awesome. As usual I will be waiting by my computer with my visa card as the release date gets closer.
AnnonymusSeptember 8, 2015 at 11:36 am | Permalink
I noticed that the two energy-storing ships were exchanging energy. Why?
The red vs. blue winscreen suggests that this game will feature multiplayer. Is that true or just a coincidence?
It’s a side effect of how they work, but basically they will share energy until their tanks are all equalized. Tanks and ports are just modules that can fit on any ship so the ship as a whole doesn’t know it is a “tanker”. It just has a port module that will share energy with nearby things and it may have zero or more tank modules, and of course it also may have zero or more guppies. The combination of the three makes a “tanker” type ship and each port module will share energy with any other nearby ships.
There won’t me MP in _this_ game, but I do have it in mind which is why I have tended to create balance between both sides in terms of capabilities.
As I always say, you’re doing great work. (Even though the graphics you have been working on will most likely go under appreciated). All that remains is for me to say one thing.
Shutupandtakemymoney!
π
Qwerty QuazoSeptember 10, 2015 at 3:08 pm | Permalink
Finally a new video! It felt like forever, but now my “patience count” has been reset. Game looks amazing, hope you add or make it possible to add dopples with weapons other than particles (like 2×2 “missiles” or something). All those other levels, will you be showing them off, or are they just boring “test” test missions?
By the way, noticed the intern pictures. What’s that about?
Qwerty QuazoSeptember 9, 2015 at 11:51 am | Permalink
The story, i suppose.
I bet there will be betrayal in the story!
Qwerty QuazoSeptember 8, 2015 at 3:12 pm | Permalink
This. Game. Is. THE. Best.
Some thoutghs:
Tankers (or ships with ports and such) should NOT ”trade” energy.
Change the menu image, I know you will (but soon!).
The modules should be collected with another way, find out.
Show the progress of ”collecting” pickups.
Particle fleet is the final name? Cause you lost yout
All the ships in this video MUST be:
A’ Fleet, the default one.
B’ Fleet, all ships and modules unlocked.
C’ Fleet, create your own little gods!
Aaand… Different ”categories” of scores in each fleet! This is a must.
How many different objectives?
Why are there so many colors for the ”nebula” or plasma field? Which is their use?
Another type of pickup for unlimited module of specific type.
A main menu-base, where:
You see all your ships there.
There you manage your fleets.
Many more things that V will put there, like upgrades and such.
Can we play a map only wit land?
I will reply for more, later.
Check my topics at forum! (pre-release chatter)
Qwerty QuazoSeptember 8, 2015 at 3:20 pm | Permalink
* Cause you almost all lost your bet about warship!
Qwerty QuazoSeptember 9, 2015 at 7:17 am | Permalink
How about lasers (the red thing that destroys particles when they get too close to the ship) also create blue struct whenever needed? Seems cool to me.
Sorry if I overpost!
Lord of DarknessSeptember 11, 2015 at 12:24 am | Permalink
You can already see the progress easily, sort of, notice the red growing bar under the pickup, or the green hp bar under the particle emitters.
Tankers sharing energy can be a good thing, for a wider fleet, put one on the edge of the other, and you have 1.5x wider fleet, and 2x the energy capacity, and 2x the energy collection (4 guppies instead of 2 for the default tankers). Another use for them can be if you don’t have guppy modules, then you can use the ships as mobile relays, each ship transferring energy to the next.
I think the different nebulae have different density/effect on the enemy, but that’s just a guess.
Ofcourse you can play ground-only missions, ?i think?, well, the details may need to be smoothed out probably.
Qwerty QuazoSeptember 11, 2015 at 2:06 pm | Permalink
”…you can use the ships as mobile relays, each ship transferring energy to the next…”
Well, that would be terribly slow, but V can double the speed of energy from port to command, to port, to command, to port, to command, to enegy tanks, to port, to fleet and to the end of the universe…
Maybe…
At least that will happen on my dreams π π π
He is right, if you look at 22:18 you see that the grabber is shooting particles out toward the dopple and when that goes out of range is targets the nearest red particle. When there are no nearby red particles it seems to have no effect.
Note: I thought this comment would fit better on this site. It also means I won’t get pestered with reply notifications every time if i put it here, I think. =^-^=
*insert generic “take my money NOW* comment*
Other than everything being improved yet again, it still seems like kamikaze strategies are still too rewarding.
I remember V saying that one doppel is tough because it’s “armored”.
That gave me an idea how to “solve” this problem. Since there isn’t a designated “Lathe” ship, the “squishiness” would need to be tied to the lathe module.
At the end of the video, the “Lathe” ship tanks most of the doppel ship flying at it. Even with some fire support, I’d expect those particles to ram through the whole “Lathe” ship. I know this isn’t CW, but the nullifiers were also squishy for a reason.
So… anyway, my idea is to have “modules” apply modifiers on a ship. A “Lathe” module would reduce “hull hp/armor” (seems like it takes more than one red particle to crack a hull) while some weapons would increase it. The lasers that slow enemy particles seem like a good candidate. Their role is to keep the enemy at bay after all.
Of course, if we’re going that route, there’s other stuff to be modified as well. “Lathes” would probably increase movement speed, while the MK-7s should probably slow down the ship.
There could even be a gun module (shooting particles like the doppels) that increases particle speed, so the more the merrier. =^-^=
I assume “damage” of each projectile (particle, missile, whatever) is increased by higher projectile speed. While missiles rely on a high base damage, particles would be more reliant on speed to deal major damage.
I also think the “support” ships need to be divided up a little. Currently, the “tanker” seems to be able to take all support roles at once. Why not have certain modules increase related parameters as well? Guppies would increase “support” range (range in which particles are distributed), for example.
While it’s fine that weapons can get reloaded as quickly as energy production allows, building and re-building should be a bit more limited. As it stands, I think even literally throwing ships at the enemy might win the game eventually. Increasing (re-)build speed with a module should be necessary to (initially) limit the effectiveness of “hit and run” tactics like shown in the video.
If “hit and run” becomes too ineffective, there could be modules introduced for it as well. A shield module working similarly to the CW shield. Aka, a module that generates a shield around a ship which has to be powered like a weapon. It’ll need more energy while it’s busy “regenerating shield hp”. Relevant parameters would be shield size, shield (max) hp, shield regen rate, energy efficiency and “downtime”.
“Downtime” is the amount of time a shield will (have to) stay offline after being fully depleted. I guess with micromanagement, one could power down the shield just before that happens, but if that’s unwanted, “downtime” could be applied whenever the shield is powered down, with “forced shutdown” multiplying the downtime. (E.g. usual “downtime” 1~2 secs, forced “downtime 5~10 secs)
I think I’ll stop for now… this is your game after all… =^-^= You know the ship parameters better than I do.
I’d be happy if you considered my general suggestion though. Currently, there doesn’t seem to be much synergy between whatever is slapped onto a ship, so “building space” seems to be the only factor deciding which module gets built on which ship.
Well thought out post. I too feel that the ships are way too sturdy, especially Lathes, but thatΒ΄s rather a quick balancing issue. I am not sure how much more modules Virgil wants to put in to make the strategies you mentioned viable, so i will jsut add one point that came to me when you mentioned the struts being constructed from the enemy:
I would like to have a strut buildings myself, so I can use the enemy struts to spread the mire to connected islands. It should be expensive and slow building struts, but itΒ΄d make defending and assaulting islands connected by struts more rewarding or even possible at all in he first place. Enemy mire/bog should spread via struts as well, making tearing down strut connections to very strong enemy islands a necessity.
Thanks for the update, Virgil – enjoyed it.
Blue DwarfSeptember 8, 2015 at 4:55 pm | Permalink
I notice that each ship seems to have a crewman manning it now. I wonder if these guys can rank up to gain small buffs that could apply to their ships (faster turning, better fire rates, more speed (an experienced captain will know how to squeeze some extra performance out of his ship)).
Watching the beginning of this map with the large energy stores allowing for quick materialization of the fleet reminded me somewhat of a fleet dropping out of hyperspace. At some level it might be fun to have a ‘warpdrive’ upgrade or ability to allow for prebuilt ships to drop into the map, ready for action. Though the early periods of a map seem to be the real make or break period, setting up a good defense can keep you safe enough to turtle on to victory, so such an ability might tip that balance and make things too easy.
Looking good so far. Main menu screen art looks pretty neat, I think. Always nice to see an update.
Daniel ScheallerSeptember 8, 2015 at 7:27 pm | Permalink
Qwerty QuazoSeptember 9, 2015 at 11:23 am | Permalink
PROBLEM!
At exactly 5:25, at the left edge of the map, a missile is shooting a quad with not 4, but 7 PARTICLES!!! HOW???? Like in CW3 when you adjust flow speed more than 1,30…
Game looks good glad you settled on a name. cant wait to get my hands on the game and try it out. Keep up the good work Virgl Creeper world I,II, & III came out great i know this game will as well. but that bug that prevented the module from working….that would be an intresting enemy ability that would be intresting. like those drones nulifying packet delivery.
KicksBricksterSeptember 9, 2015 at 2:54 pm | Permalink
This game is looking really cool. Its kinda refreshing, actually, to see something that isn’t a Creeper World game for a change.
Nice i wish i could make games but i need the knowladge at first.. keep doing what you do i have onnly one question it will be a giveway of a nice amount of keys of this game for one who can;t purchase the game .. you know in this world exist kids that don;t can do money … sry for my bad english .
One thing I hope you can improve on, is the late game steamrolling on the earlier Creeper world games, where it’s just mopping time. I hope the game mechanics and enemy can keep pushing you hard to stop the snow ball effect that makes it boring late game. If the enemy can improve it’s “production capacity and tech” over time that would help I think. Or evolve mutations and special attack/spawns like Infested Planet.
That might be possible in custom maps, but I, as a “turtler”, feel it might be too punishing (potentially)
CoolColJSeptember 12, 2015 at 10:42 am | Permalink
Actually it’s for the reason why I suggest this, as a turtler player π
Rushes have their own challenge already, but turtlers only have a challenge at the start of each game in the Creeper World series. After a while your power just snowballs and it becomes a boring mop up the map.
The games need more challenge and excitement mid and end game.
Perhaps a form of maintenance, and suggestions above could help here.
Well true, maybe the particle strength could be affected by something other than time though. Maybe the size of your fleet, or the amount of remaining “emiters” (for lack of a better word), particularly on the projenetor levels, sort of like it is rebalancing its defenses, to make it more difficult, but still possible, to head straight for it.
Maybe the number of particles coming through remains constant so as you close some red holes, the remaining ones increase in volume. This would encourage strategic thinking because leaving some open would mean taking down the main one would be easier, whereas being a completionist would mean that the last hole would be sending forth an absolute torrent.
Wow. I thought I know this game from the the previous video. I thought it looked done. Then this video introduces a new feature that completely changes the type of game! (talking about those wall like structures.)
I do have one suggestion. From the videos it is unclear how the ships visually represent their ammo and energy levels. Triggerable energy bars would be useful.
It also looks like it would be a fair bit more difficult to design a level in this game than in CW3. More stuff that has to be laid out and tested even without scripting.
Those nebula are wicked. I am still trying to figure out how you got them to render so efficiently. It almost looks like an old school palette rotation with a binary flag to switch palettes between blue and grey.
Qwerty QuazoSeptember 10, 2015 at 2:34 pm | Permalink
Don’t you see the inventory? Their ammo is the bar next to them, and the ship’s color change with the situation.
19chickensSeptember 13, 2015 at 3:50 pm | Permalink
MissingInActionSeptember 11, 2015 at 10:52 am | Permalink
I have a few questions regarding the nebula:
Do doppel ships prefer one of your ships above the other? It seems like when you send the 2nd lathe ship, the doppel ignored your attacking fleet and went after it.
Does blue particles “repair” the worn out area in a blue nebula?
Also, when doppel ships are moving through the blue nebula but not shooting, do they wear out the nebula, or do they have to shoot?
Does the red nebula have the same effect on blue particles as the blue nebula has on the red? Do you have plans for the red nebula to maybe affect your missiles and other weapons?
In the past when you destroyed an enemy, it left behind an energy source where you can build and expand. This no longer seems to be the case. Did you remove this feature, or does it only apply to certain type of enemies?
I also noticed that blue particles disappear when they reach the edge of the screen, but red particles don’t.
As always, this game looks awesome π
Like Virgil said, “I don’t want to shoot myself in the foot and give completion dates”, or something like that. He’ll release the game when he thinks it’s ready.
RanDumSocksSeptember 18, 2015 at 10:16 am | Permalink
I feel like the guppies should have a limited range. Once you get a nice base going, you can just send all of your ships into battle with tankers supporting like an energy source. Another idea is to have a drone spawner available to build, probably on land, that creates a small ship with customisable weapons. The space would be like 2 by 2 or something small. The drone would then go somewhere, much like the drones in CW.
I’ve been getting the idea that the red particles are living, so I though of some ideas related to living things. π Maybe you can have a weapon that converts particles into your side, and the weapon would be like a virus dispenser, with a chance of infection. I think the struct. should be called bio-walls π
Heck, the virus could be on the red side and infect your own ships, turning hull and modules into red particles when it isn’t healed/cleared in time. This could add a great deal of “no kamikaze” like people have been commenting on. My eyes can’t get enough content right now D:
Ninjadude501September 14, 2015 at 10:05 pm | Permalink
Holy cow.
I just got home from Disney World.
To a new game 4 video.
Virgil, you are awesome.
TigershawkSeptember 15, 2015 at 6:21 am | Permalink
Most excellent. Creeper World, and now this, to me, are really standouts in a world of many titles. You broke the tower defense mold with Creeper world to make a tower offense genre. Now, well, I don’t know how to classify this one. Mobile tower offense? Love it. Can’t wait to snatch this one up.
I am not sure if you might just go overboard a bit with this. While I am as enthusiastic as you are about the game, I just donΒ΄t see the genrebreaking evolution here. π
Well, I formulated that comment “tongue-in-cheek”.
Basically, I expect a good strategy game to make me/the player think outside the box. So the part about breaking the genre is exaggerated. =^-^=
Distracting particles (well, doppels more specifically) from a lathe may require such thinking, if “aggro” is an actual thing and they’re not just homing in on the nearest ship.
Just a quick question I have that you may have answered. Why do all of the energy production spots have a number that counts up on them? Do they produce more the longer they are active?
Yep, that’s the energy production rate. The energy mine’s efficiency increases over time (and resets if destroyed). So taking and holding a energy source sooner generates more energy over the same period of game time.
Qwerty QuazoSeptember 30, 2015 at 10:39 am | Permalink
So that means that if you stuck on a mission, you might win later… cool anyways.
Awesome. Thanks for answering that man. And that is also one of the reasons I love your stuff. You take the time to answer questions from random people like me.
Why not have the rate reduce at 3x and then cap at 5x?
Thus reducing stalemate chances.
Qwerty QuazoOctober 1, 2015 at 1:53 pm | Permalink
Or..
When something happens, the energy rises fast for some seconds, then slowly, more slowly rises, then again an action, rises fast, ect.
That action might be collecting stuff, destroying other, ect.
Of course that slow and fast is (ex: 0.025 to 0.050 energy produced per second)
What do you say?
I don’t remember V mentioning a concrete deadline anywhere.
The closest thing we got was basically: “It’ll be released when it’s ready.”
Then again, technically speaking, you don’t “have to” wait. You could distract yourself with other stuff to do meanwhile. =^-^=
Ninjadude501October 6, 2015 at 2:22 pm | Permalink
People that have been around Knuckle Cracker for a while (think since CW1 or CW2) and have worked with V (think beta/alpha testing) probably have a bit of a sense of when he’ll be happy with it, meaning they can sort of give an approximation of when it’ll be released. (note I said sort of and approximation, you are right about V not mentioning a concrete deadline as far as I know)
Qwerty QuazoOctober 6, 2015 at 2:40 pm | Permalink
”I donβt remember V mentioning a concrete deadline anywhere.”
Neither do I, but look how the game is advancing.
Next year, everybody will have the game.
Ninjadude501October 7, 2015 at 6:09 pm | Permalink
From what I heard, CW3 was about at this point or further when it was still about a year away from release because V decided he wasn’t happy with it. (ofc, at the time no one really knew that V was going to end up being so unhappy with it and continuing the development for a year)
WrongExperimentOctober 8, 2015 at 6:55 am | Permalink
Ugh! Still randomly checking here every couple months in the hopes of a new epic game to play….. Looks like i need to check back next month. Keep up the good work man. Game looks awesome
Not to be impatient, but you videos are pretty monthly the last 4 months. However, the last video was at the beginning of September, and it is now the middle of October, Virgil! Got anything else cool to show us?
Qwerty QuazoOctober 17, 2015 at 8:32 am | Permalink
If you noticed, the second video and the third had 3 months space, and we saw land. It must be the 2 omnis.
I know that it’s far from release and so on, but can you say maybe in how many % you think it’s finished? Rough estimate. I just want to feel how much there is to come, both content and time.
On a more serious note, it’s just hard to say. The main game mechanics are in place, but I’m still working on the tech system, graphics, story, auto-mission maker stuff, scores, online features…. etc. Some things go quickly, others can take a while.
I have an idea for a new weapon! Have a weapon that functions much like the dark beam in CW2! It will fire and destoy any thing in it’s path (even player units) in a straight line. It will also make the ship move very slow and use lots of energy! BTW: awesome game so far! π
Qwerty QuazoOctober 27, 2015 at 5:25 am | Permalink
Naah. It doesn’t fit for me.
Imagine you are the chef in a restaurant, and you try combining salt and sugar in the same dish. It is new, but 85% of the people won’t like it because sour and salty will never fit well in the same food, it’ll be strange.
I think the same will happen on this game, in my opinion.
Not that the laser is stupid, it is a cool idea, but it doesn’t fit in the game with the other weapons. Do you understand what I mean?
you might be correct about the weapon, although i do like the idea of it, but the analogy is so wrong: so many things contain both salt and sugar and most people like it, just check all foods you eat π Here i can even buy chocolate with a bit of salt in it and it is extremely delicious o.O
sooo no comment about this game sorry for that xD
Ninjadude501October 27, 2015 at 4:15 pm | Permalink
But perhaps a directed laser of sorts would be a good idea. Not nearly as powerful as a dark beam, but a longer-ranged version of the beam that is currently in production. Designed to fire in a straight line, damaging or destroying anything in its path, be that land, allies, or particles, but not destroying everything immediately. So, say it targeted a moving dopple. My idea for the laser is, it would be fired in a straight line, and remain there for a few seconds while it’s being fired. If the dopple moved through it, it wouldn’t be destroyed, only have any particles that went through the laser heavily damaged. It would take about half a second of exposure to this weapon or more to completely destroy a particle.
I’ll see if I can get around to making a few visual aids and re-posting this idea in the forums.
I want to play this game soo badly. How much would I have to pay you to be able to start playing now?
Qwerty QuazoOctober 28, 2015 at 3:46 am | Permalink
Cool idea, I like it, but we have three lasers already. It would be balanced if v adds this laser and a projectile-firing module.
Ninjadude501October 28, 2015 at 1:20 pm | Permalink
three lasers?
Qwerty QuazoOctober 29, 2015 at 7:36 am | Permalink
From the forum:
Lathe | It is kinda a nullifier on emitters, it builds bases and energy stortages, blah blah.
Laser | Destroys particles when they get too close to the ship.
Particle Beam | A laser that clears the red area in a plasma field and slows down particles when they are too close.
how about a bertha- like laser: it takes some time to charge, then you place the ship somewhere and it fires a beam for a few seconds after which you will have a clear path for a limited amount of time to advance
You should have an option to put a shield like thing around the progenitor so no one can just place their HQ ship near it and win at the start at the level.
Qwerty QuazoNovember 1, 2015 at 3:46 pm | Permalink
The progenitor has enough life for the doppels to build and particles to over flow near him. Ex: count the time that these lathes destroy it. Double it.
But for some levels this could be good.
As I mentioned earlier, your videos have been monthly, with only one being 2 months apart. Then we saw land. This video was posted mid-September. It is early November. I don’t mean to rush you, but an approximate ETA would be nice. Also I’m really hoping you include a scripting language in this game as well.
I’ve done a few alpha builds since the last video, and I have one more to do… then I’ll make a new video and post it. I’ve revamped the tech model, and am working on a new threat machanic and weapon… as well as updated some graphics. ETA is always hard to give, even for something small… but my goal is within the next two weeks.
‘Time for an update on the late alpha of game 4 from Knuckle Cracker ….’
Just trying to be funny, just won Gem Craft…. so looking around for something to do next…
Just read back, I see that one is coming soon, great, wow that is fast on the bug fix.
I am human and like the occasional contact with other minds…
Your work is impressive, it is right up there on my bucket list, for example my whole family has purchased our tickets for the new Star Wars movie for example. (That is right up there on the same list but second to playing your new game. Particle Fleet)
How is that for an ego boost. Wishing you moments of clarity, resolve, and effectiveness…
I keep checking every day. can’t wait for the new post and the game itself when we can finally have our hands on it. so excited. I keep looking for the “SHUT UP AND TAKE MY MONEY!!!” button
“It will be time when time so doth decide” he said, his voice booming over the lakes of creeper.
“But sire, we should really fire the bertha while the creeper is pooled over there”, said his counterpart.
“No”, said he, “We shall wait until the spores have passed, we don’t have the resources to do everything right now”.
So can we expect the game to be released some time around Christmas?
Ninjadude501November 19, 2015 at 1:44 pm | Permalink
V has said before prefers not to shoot himself in the foot and give out release dates, and I am 90% sure the game won’t actually be ready around Christmas; however, he did say something about early access, so we can hope. π
Qwerty QuazoNovember 19, 2015 at 2:18 pm | Permalink
kharnelliusNovember 20, 2015 at 9:47 am | Permalink
I was wondering if you had any thoughts in changing the core of the ships to something animated. Here is a super quick I-have-never-made-a-gif-before animation of what I was thinking. This is just to get the concept across and was made in paint so no comments, lol.
Well I don’t post much, but man V has a cult following. Love it and can’t wait for the next video. Keep up the good work V. You know how to keep us on our toes. Have a good turkey day.
Qwerty QuazoNovember 20, 2015 at 1:56 pm | Permalink
I feel like we are celebrating New Year’s Eve now.
duble gamerNovember 20, 2015 at 7:14 pm | Permalink
I wonder about the possibility of emergent behavior, as discussed by Nissen Taleb in the Black Swan. That little thing that is insignificant in the heat of battle, that, becomes significant, based on surrounding events. “The Perfect Storm”.
You know the drill, you are playing the game with the intent of “known unknowns” its the “unknown, unknowns” that should be freaking us out right to the games end.
Just when you think you have everything under control and you are going in for the kill, something happens that has the potential of tipping the balance of power.
This would create some excitement in the middle and end game.
CW3 maps often had that intense start of game, and then grind through middle and end. (I am not against grinding.) Now if you can introduce some similar intensity to the middle and end game, you will have more of a winner, than you already have.
Some possibilities.
When an enemy dies, and explodes, one final death blow attempt.
Enemies hold a portion of power back for their demise.
Enemies hold a portion of power back that is triggered by some external event.
Enemies hold a portion of power with a cyclical release.
Enemies are linked, and when one is destroyed, it triggers a change in behavior (more intensity from the survivor(s)).
The behavior of particles changes from map to map, in subtle ways, that need to be figured out. Just when you think you know how the particles are going to behave, you get a surprise. These behaviors would be in the math of the program, however, they may not be noticed in one map, however in later maps these particle behaviors become significant as they emerge.
That is the fascinating thing about emergent behavior, your extrapolating the events, to a perceived end. (Then you get a surprise.) Things like the effect of the “printing press” on the world. It was just ink on paper (right), what was the big deal. Oops.
Silicon in computers, its just sand right, Oops.
Wishing you a Happy Season, I will not be sending you a present this year, as it will take you away from the programming.
Just, kidding, when the game is ready I am quite willing to send you money. Money is always good at this time of year.
Be well,
Qwerty QuazoNovember 30, 2015 at 1:25 pm | Permalink
yush, looking good man its amazing π
Time to start saving up money for ANOTHER knuckle cracker game……. YES!
Virgil been following the CW series for ages. I loved those games and this one looks to surpass it. Keep up the good work. Will be buying this to hopefully be one of the first to post beta test it. Goodluck on the steam greenlight too. Will be backing when you put it up.
Looks awesome! I find the style very reminiscent of Creeper World but its not like that’s a bad thing. The potential for gameplay with everything so far looks quite extensive. Though as the joke about bugs goes “99 bugs in the code, take one down patch it around, 257 bugs in the code” π
Man what I would give to test this game XD
I love the name! looking forward to the other omnis
Virgil, the new game looks awesome. As usual I will be waiting by my computer with my visa card as the release date gets closer.
I noticed that the two energy-storing ships were exchanging energy. Why?
The red vs. blue winscreen suggests that this game will feature multiplayer. Is that true or just a coincidence?
It’s a side effect of how they work, but basically they will share energy until their tanks are all equalized. Tanks and ports are just modules that can fit on any ship so the ship as a whole doesn’t know it is a “tanker”. It just has a port module that will share energy with nearby things and it may have zero or more tank modules, and of course it also may have zero or more guppies. The combination of the three makes a “tanker” type ship and each port module will share energy with any other nearby ships.
There won’t me MP in _this_ game, but I do have it in mind which is why I have tended to create balance between both sides in terms of capabilities.
So there won’t be multiplayer, but the stats for ships destroyed on the blue side makes me think that later on… there might be a “fleet zero”.
I love the design of particle fleet thus far and can’t wait to play it!
Keep up the excellent work Virgil!
As I always say, you’re doing great work. (Even though the graphics you have been working on will most likely go under appreciated). All that remains is for me to say one thing.
Shutupandtakemymoney!
π
Shutupandtakemymoney before Adam!!!
Shutupandtakemymoney before those two!
*Slaps*
No.
He can only take my money first because…
Just because ok.
jtphjtph, shutupandtakemymoney to let me say virgilwshutupandtakemymoneybeforejtphjtphandadam!!!
Finally a new video! It felt like forever, but now my “patience count” has been reset. Game looks amazing, hope you add or make it possible to add dopples with weapons other than particles (like 2×2 “missiles” or something). All those other levels, will you be showing them off, or are they just boring “test” test missions?
By the way, noticed the intern pictures. What’s that about?
The story, i suppose.
I bet there will be betrayal in the story!
This. Game. Is. THE. Best.
Some thoutghs:
Tankers (or ships with ports and such) should NOT ”trade” energy.
Change the menu image, I know you will (but soon!).
The modules should be collected with another way, find out.
Show the progress of ”collecting” pickups.
Particle fleet is the final name? Cause you lost yout
All the ships in this video MUST be:
A’ Fleet, the default one.
B’ Fleet, all ships and modules unlocked.
C’ Fleet, create your own little gods!
Aaand… Different ”categories” of scores in each fleet! This is a must.
How many different objectives?
Why are there so many colors for the ”nebula” or plasma field? Which is their use?
Another type of pickup for unlimited module of specific type.
A main menu-base, where:
You see all your ships there.
There you manage your fleets.
Many more things that V will put there, like upgrades and such.
Can we play a map only wit land?
I will reply for more, later.
Check my topics at forum! (pre-release chatter)
* Cause you almost all lost your bet about warship!
How about lasers (the red thing that destroys particles when they get too close to the ship) also create blue struct whenever needed? Seems cool to me.
Sorry if I overpost!
You can already see the progress easily, sort of, notice the red growing bar under the pickup, or the green hp bar under the particle emitters.
Tankers sharing energy can be a good thing, for a wider fleet, put one on the edge of the other, and you have 1.5x wider fleet, and 2x the energy capacity, and 2x the energy collection (4 guppies instead of 2 for the default tankers). Another use for them can be if you don’t have guppy modules, then you can use the ships as mobile relays, each ship transferring energy to the next.
I think the different nebulae have different density/effect on the enemy, but that’s just a guess.
Ofcourse you can play ground-only missions, ?i think?, well, the details may need to be smoothed out probably.
”…you can use the ships as mobile relays, each ship transferring energy to the next…”
Well, that would be terribly slow, but V can double the speed of energy from port to command, to port, to command, to port, to command, to enegy tanks, to port, to fleet and to the end of the universe…
Maybe…
At least that will happen on my dreams π π π
awesome game
and actually ur grapper did work when the enemy doppelgaenger was close but it stopped working when no enemy particles were nearby
He is right, if you look at 22:18 you see that the grabber is shooting particles out toward the dopple and when that goes out of range is targets the nearest red particle. When there are no nearby red particles it seems to have no effect.
Note: I thought this comment would fit better on this site. It also means I won’t get pestered with reply notifications every time if i put it here, I think. =^-^=
*insert generic “take my money NOW* comment*
Other than everything being improved yet again, it still seems like kamikaze strategies are still too rewarding.
I remember V saying that one doppel is tough because it’s “armored”.
That gave me an idea how to “solve” this problem. Since there isn’t a designated “Lathe” ship, the “squishiness” would need to be tied to the lathe module.
At the end of the video, the “Lathe” ship tanks most of the doppel ship flying at it. Even with some fire support, I’d expect those particles to ram through the whole “Lathe” ship. I know this isn’t CW, but the nullifiers were also squishy for a reason.
So… anyway, my idea is to have “modules” apply modifiers on a ship. A “Lathe” module would reduce “hull hp/armor” (seems like it takes more than one red particle to crack a hull) while some weapons would increase it. The lasers that slow enemy particles seem like a good candidate. Their role is to keep the enemy at bay after all.
Of course, if we’re going that route, there’s other stuff to be modified as well. “Lathes” would probably increase movement speed, while the MK-7s should probably slow down the ship.
There could even be a gun module (shooting particles like the doppels) that increases particle speed, so the more the merrier. =^-^=
I assume “damage” of each projectile (particle, missile, whatever) is increased by higher projectile speed. While missiles rely on a high base damage, particles would be more reliant on speed to deal major damage.
I also think the “support” ships need to be divided up a little. Currently, the “tanker” seems to be able to take all support roles at once. Why not have certain modules increase related parameters as well? Guppies would increase “support” range (range in which particles are distributed), for example.
While it’s fine that weapons can get reloaded as quickly as energy production allows, building and re-building should be a bit more limited. As it stands, I think even literally throwing ships at the enemy might win the game eventually. Increasing (re-)build speed with a module should be necessary to (initially) limit the effectiveness of “hit and run” tactics like shown in the video.
If “hit and run” becomes too ineffective, there could be modules introduced for it as well. A shield module working similarly to the CW shield. Aka, a module that generates a shield around a ship which has to be powered like a weapon. It’ll need more energy while it’s busy “regenerating shield hp”. Relevant parameters would be shield size, shield (max) hp, shield regen rate, energy efficiency and “downtime”.
“Downtime” is the amount of time a shield will (have to) stay offline after being fully depleted. I guess with micromanagement, one could power down the shield just before that happens, but if that’s unwanted, “downtime” could be applied whenever the shield is powered down, with “forced shutdown” multiplying the downtime. (E.g. usual “downtime” 1~2 secs, forced “downtime 5~10 secs)
I think I’ll stop for now… this is your game after all… =^-^= You know the ship parameters better than I do.
I’d be happy if you considered my general suggestion though. Currently, there doesn’t seem to be much synergy between whatever is slapped onto a ship, so “building space” seems to be the only factor deciding which module gets built on which ship.
Well thought out post. I too feel that the ships are way too sturdy, especially Lathes, but thatΒ΄s rather a quick balancing issue. I am not sure how much more modules Virgil wants to put in to make the strategies you mentioned viable, so i will jsut add one point that came to me when you mentioned the struts being constructed from the enemy:
I would like to have a strut buildings myself, so I can use the enemy struts to spread the mire to connected islands. It should be expensive and slow building struts, but itΒ΄d make defending and assaulting islands connected by struts more rewarding or even possible at all in he first place. Enemy mire/bog should spread via struts as well, making tearing down strut connections to very strong enemy islands a necessity.
Thanks for the update, Virgil – enjoyed it.
I notice that each ship seems to have a crewman manning it now. I wonder if these guys can rank up to gain small buffs that could apply to their ships (faster turning, better fire rates, more speed (an experienced captain will know how to squeeze some extra performance out of his ship)).
Watching the beginning of this map with the large energy stores allowing for quick materialization of the fleet reminded me somewhat of a fleet dropping out of hyperspace. At some level it might be fun to have a ‘warpdrive’ upgrade or ability to allow for prebuilt ships to drop into the map, ready for action. Though the early periods of a map seem to be the real make or break period, setting up a good defense can keep you safe enough to turtle on to victory, so such an ability might tip that balance and make things too easy.
Looking good so far. Main menu screen art looks pretty neat, I think. Always nice to see an update.
Particle Fleet, starring Particle Man!
Hahahaha that was good!
I found a surprising amount of pathos in that de-cored doppel careening off into space after the end of the mission π
Will this be a Windows universal app?
PROBLEM!
At exactly 5:25, at the left edge of the map, a missile is shooting a quad with not 4, but 7 PARTICLES!!! HOW???? Like in CW3 when you adjust flow speed more than 1,30…
Game looks good glad you settled on a name. cant wait to get my hands on the game and try it out. Keep up the good work Virgl Creeper world I,II, & III came out great i know this game will as well. but that bug that prevented the module from working….that would be an intresting enemy ability that would be intresting. like those drones nulifying packet delivery.
This game is looking really cool. Its kinda refreshing, actually, to see something that isn’t a Creeper World game for a change.
Nice i wish i could make games but i need the knowladge at first.. keep doing what you do i have onnly one question it will be a giveway of a nice amount of keys of this game for one who can;t purchase the game .. you know in this world exist kids that don;t can do money … sry for my bad english .
One thing I hope you can improve on, is the late game steamrolling on the earlier Creeper world games, where it’s just mopping time. I hope the game mechanics and enemy can keep pushing you hard to stop the snow ball effect that makes it boring late game. If the enemy can improve it’s “production capacity and tech” over time that would help I think. Or evolve mutations and special attack/spawns like Infested Planet.
That might be possible in custom maps, but I, as a “turtler”, feel it might be too punishing (potentially)
Actually it’s for the reason why I suggest this, as a turtler player π
Rushes have their own challenge already, but turtlers only have a challenge at the start of each game in the Creeper World series. After a while your power just snowballs and it becomes a boring mop up the map.
The games need more challenge and excitement mid and end game.
Perhaps a form of maintenance, and suggestions above could help here.
Well true, maybe the particle strength could be affected by something other than time though. Maybe the size of your fleet, or the amount of remaining “emiters” (for lack of a better word), particularly on the projenetor levels, sort of like it is rebalancing its defenses, to make it more difficult, but still possible, to head straight for it.
Maybe the number of particles coming through remains constant so as you close some red holes, the remaining ones increase in volume. This would encourage strategic thinking because leaving some open would mean taking down the main one would be easier, whereas being a completionist would mean that the last hole would be sending forth an absolute torrent.
Hey Virgil,
Does the creeper world beta tester will automatically received a beta access to this game ?
Thanks again
Mat
V did say in a comment on an earlier video that he was considering a paid beta of some sort, jsyk.
Wow. I thought I know this game from the the previous video. I thought it looked done. Then this video introduces a new feature that completely changes the type of game! (talking about those wall like structures.)
I do have one suggestion. From the videos it is unclear how the ships visually represent their ammo and energy levels. Triggerable energy bars would be useful.
It also looks like it would be a fair bit more difficult to design a level in this game than in CW3. More stuff that has to be laid out and tested even without scripting.
Those nebula are wicked. I am still trying to figure out how you got them to render so efficiently. It almost looks like an old school palette rotation with a binary flag to switch palettes between blue and grey.
Don’t you see the inventory? Their ammo is the bar next to them, and the ship’s color change with the situation.
That makes sense π
Hahaha! Marvelous sir, simply marvelous.
I have a few questions regarding the nebula:
Do doppel ships prefer one of your ships above the other? It seems like when you send the 2nd lathe ship, the doppel ignored your attacking fleet and went after it.
Does blue particles “repair” the worn out area in a blue nebula?
Also, when doppel ships are moving through the blue nebula but not shooting, do they wear out the nebula, or do they have to shoot?
Does the red nebula have the same effect on blue particles as the blue nebula has on the red? Do you have plans for the red nebula to maybe affect your missiles and other weapons?
In the past when you destroyed an enemy, it left behind an energy source where you can build and expand. This no longer seems to be the case. Did you remove this feature, or does it only apply to certain type of enemies?
I also noticed that blue particles disappear when they reach the edge of the screen, but red particles don’t.
As always, this game looks awesome π
The blue particles are damaging the red nebula, you can see the damage to the center one at the end of the video.
How much are you pricing this game? Also, when do you think it will be finished? Summer of next year?
What do yo mean summer? Are you at south part of the earth?
Cause now in my country it is September.
uuuuh, same?
I would guess that Socks is referring to summer in the Northern Hemisphere, from whence Virgil hails, to the best of my knowledge.
Like Virgil said, “I don’t want to shoot myself in the foot and give completion dates”, or something like that. He’ll release the game when he thinks it’s ready.
ah, didn’t see that. I just cannot wait π
Leave it to you to make me itch more and more to be part of your anonymous testing crew again. lol
I feel like the guppies should have a limited range. Once you get a nice base going, you can just send all of your ships into battle with tankers supporting like an energy source. Another idea is to have a drone spawner available to build, probably on land, that creates a small ship with customisable weapons. The space would be like 2 by 2 or something small. The drone would then go somewhere, much like the drones in CW.
I’ve been getting the idea that the red particles are living, so I though of some ideas related to living things. π Maybe you can have a weapon that converts particles into your side, and the weapon would be like a virus dispenser, with a chance of infection. I think the struct. should be called bio-walls π
Will the movement fields found in early vids be in the game? Could make for some interesting battlefields, like over a planet with gravity π
Heck, the virus could be on the red side and infect your own ships, turning hull and modules into red particles when it isn’t healed/cleared in time. This could add a great deal of “no kamikaze” like people have been commenting on. My eyes can’t get enough content right now D:
Holy cow.
I just got home from Disney World.
To a new game 4 video.
Virgil, you are awesome.
Most excellent. Creeper World, and now this, to me, are really standouts in a world of many titles. You broke the tower defense mold with Creeper world to make a tower offense genre. Now, well, I don’t know how to classify this one. Mobile tower offense? Love it. Can’t wait to snatch this one up.
He… He’s trying to break the whole strategy genre! Could you imagine if he’s… trying to make strategy gamers think outside the box?
I am not sure if you might just go overboard a bit with this. While I am as enthusiastic as you are about the game, I just donΒ΄t see the genrebreaking evolution here. π
That said: Work faster, Virgil. :]
Well, I formulated that comment “tongue-in-cheek”.
Basically, I expect a good strategy game to make me/the player think outside the box. So the part about breaking the genre is exaggerated. =^-^=
Distracting particles (well, doppels more specifically) from a lathe may require such thinking, if “aggro” is an actual thing and they’re not just homing in on the nearest ship.
I need this game in my life. Right now.
I saw blue doppels at the mission completion screen. I hope he shows them in his next video.
Just a quick question I have that you may have answered. Why do all of the energy production spots have a number that counts up on them? Do they produce more the longer they are active?
Yep, that’s the energy production rate. The energy mine’s efficiency increases over time (and resets if destroyed). So taking and holding a energy source sooner generates more energy over the same period of game time.
So that means that if you stuck on a mission, you might win later… cool anyways.
Yay! That means that no one can have the excuse of being in a stalemate forever π
Do they have a max? Or will it climb forever? If it keeps going, you should make it climb slower as it gets higher and higher.
They max out… it’s either 3x or 5x… I’ve played with both values.
Awesome. Thanks for answering that man. And that is also one of the reasons I love your stuff. You take the time to answer questions from random people like me.
Why not have the rate reduce at 3x and then cap at 5x?
Thus reducing stalemate chances.
Or..
When something happens, the energy rises fast for some seconds, then slowly, more slowly rises, then again an action, rises fast, ect.
That action might be collecting stuff, destroying other, ect.
Of course that slow and fast is (ex: 0.025 to 0.050 energy produced per second)
What do you say?
how much longer do i have to wait to play this game?
3 months, max.
I don’t remember V mentioning a concrete deadline anywhere.
The closest thing we got was basically: “It’ll be released when it’s ready.”
Then again, technically speaking, you don’t “have to” wait. You could distract yourself with other stuff to do meanwhile. =^-^=
People that have been around Knuckle Cracker for a while (think since CW1 or CW2) and have worked with V (think beta/alpha testing) probably have a bit of a sense of when he’ll be happy with it, meaning they can sort of give an approximation of when it’ll be released. (note I said sort of and approximation, you are right about V not mentioning a concrete deadline as far as I know)
”I donβt remember V mentioning a concrete deadline anywhere.”
Neither do I, but look how the game is advancing.
Next year, everybody will have the game.
From what I heard, CW3 was about at this point or further when it was still about a year away from release because V decided he wasn’t happy with it. (ofc, at the time no one really knew that V was going to end up being so unhappy with it and continuing the development for a year)
Ugh! Still randomly checking here every couple months in the hopes of a new epic game to play….. Looks like i need to check back next month. Keep up the good work man. Game looks awesome
YES! Just finished downloading this on early access from steam!
*wakes up*
*checks steam account*
*cries myself back to sleep*
I have that too.
-.-
That was mean.
Not to be impatient, but you videos are pretty monthly the last 4 months. However, the last video was at the beginning of September, and it is now the middle of October, Virgil! Got anything else cool to show us?
If you noticed, the second video and the third had 3 months space, and we saw land. It must be the 2 omnis.
Huh. Didn’t notice that. I guess maybe you’re right. I (sort of) hope not, but maybe.
I know that it’s far from release and so on, but can you say maybe in how many % you think it’s finished? Rough estimate. I just want to feel how much there is to come, both content and time.
I’d say about 4 foot 1. π
https://www.youtube.com/watch?v=8fIpqCnSUVs&t=144
On a more serious note, it’s just hard to say. The main game mechanics are in place, but I’m still working on the tech system, graphics, story, auto-mission maker stuff, scores, online features…. etc. Some things go quickly, others can take a while.
I have an idea for a new weapon! Have a weapon that functions much like the dark beam in CW2! It will fire and destoy any thing in it’s path (even player units) in a straight line. It will also make the ship move very slow and use lots of energy! BTW: awesome game so far! π
Naah. It doesn’t fit for me.
Imagine you are the chef in a restaurant, and you try combining salt and sugar in the same dish. It is new, but 85% of the people won’t like it because sour and salty will never fit well in the same food, it’ll be strange.
I think the same will happen on this game, in my opinion.
Not that the laser is stupid, it is a cool idea, but it doesn’t fit in the game with the other weapons. Do you understand what I mean?
yeah i understand what you mean, it was just something i thought up of real fast and i just had to tell V before i forget the idea.
Anyways, i wonder what other weapons V is going to add in besides the fighter bay (which we still have no idea what it does or even is.)
you might be correct about the weapon, although i do like the idea of it, but the analogy is so wrong: so many things contain both salt and sugar and most people like it, just check all foods you eat π Here i can even buy chocolate with a bit of salt in it and it is extremely delicious o.O
sooo no comment about this game sorry for that xD
But perhaps a directed laser of sorts would be a good idea. Not nearly as powerful as a dark beam, but a longer-ranged version of the beam that is currently in production. Designed to fire in a straight line, damaging or destroying anything in its path, be that land, allies, or particles, but not destroying everything immediately. So, say it targeted a moving dopple. My idea for the laser is, it would be fired in a straight line, and remain there for a few seconds while it’s being fired. If the dopple moved through it, it wouldn’t be destroyed, only have any particles that went through the laser heavily damaged. It would take about half a second of exposure to this weapon or more to completely destroy a particle.
I’ll see if I can get around to making a few visual aids and re-posting this idea in the forums.
I want to play this game soo badly. How much would I have to pay you to be able to start playing now?
Cool idea, I like it, but we have three lasers already. It would be balanced if v adds this laser and a projectile-firing module.
three lasers?
From the forum:
Lathe | It is kinda a nullifier on emitters, it builds bases and energy stortages, blah blah.
Laser | Destroys particles when they get too close to the ship.
Particle Beam | A laser that clears the red area in a plasma field and slows down particles when they are too close.
thats a good idea too!
how about a bertha- like laser: it takes some time to charge, then you place the ship somewhere and it fires a beam for a few seconds after which you will have a clear path for a limited amount of time to advance
I want to play this game soo badly. How much would I have to pay you to be able to start playing now?
When comes the next post of your progress, V??? I’m so excited ;D
lol @ that homing missile in the upper-left around 5:30
This is looking amazing! I’ve put so many hours in the CW3, and this looks like it’ll be even better!
Keep up the great work! π
You should have an option to put a shield like thing around the progenitor so no one can just place their HQ ship near it and win at the start at the level.
The progenitor has enough life for the doppels to build and particles to over flow near him. Ex: count the time that these lathes destroy it. Double it.
But for some levels this could be good.
Or have the progenitor spawn particles or a doppel where itself is at.
Dang it! i used the wrong email again!
omg. ignore these comments, i forgot to press the reply button when typing the first one in. π π π
I love CW series played every one. Particle fleet looks pretty awesome too
I’d pa to play a beta version no doubt about that.
As I mentioned earlier, your videos have been monthly, with only one being 2 months apart. Then we saw land. This video was posted mid-September. It is early November. I don’t mean to rush you, but an approximate ETA would be nice. Also I’m really hoping you include a scripting language in this game as well.
I’ve done a few alpha builds since the last video, and I have one more to do… then I’ll make a new video and post it. I’ve revamped the tech model, and am working on a new threat machanic and weapon… as well as updated some graphics. ETA is always hard to give, even for something small… but my goal is within the next two weeks.
I’ll be looking forward to it.
*resumes schedule of checking back every day*
Always supporting you, no matter how long it takes π
Thank you! Sounds exiting!
In the words of the developer π
‘Time for an update on the late alpha of game 4 from Knuckle Cracker ….’
Just trying to be funny, just won Gem Craft…. so looking around for something to do next…
Just read back, I see that one is coming soon, great, wow that is fast on the bug fix.
I am human and like the occasional contact with other minds…
Your work is impressive, it is right up there on my bucket list, for example my whole family has purchased our tickets for the new Star Wars movie for example. (That is right up there on the same list but second to playing your new game. Particle Fleet)
How is that for an ego boost. Wishing you moments of clarity, resolve, and effectiveness…
Can’t wait!
Is it time yet?
”my goal is within the next two weeks.”
That said one week ago…
I keep checking every day. can’t wait for the new post and the game itself when we can finally have our hands on it. so excited. I keep looking for the “SHUT UP AND TAKE MY MONEY!!!” button
I completely agree with everything you just said. I am the same way.
“It will be time when time so doth decide” he said, his voice booming over the lakes of creeper.
“But sire, we should really fire the bertha while the creeper is pooled over there”, said his counterpart.
“No”, said he, “We shall wait until the spores have passed, we don’t have the resources to do everything right now”.
An extract from a random scenario in my mind
Not quite… but I’m working on some really good stuff that will show up in the next video. Just need a little more time to bring it all together.
So can we expect the game to be released some time around Christmas?
V has said before prefers not to shoot himself in the foot and give out release dates, and I am 90% sure the game won’t actually be ready around Christmas; however, he did say something about early access, so we can hope. π
No, It’s still in alpha version. Check out the forums, there is a contest: https://knucklecracker.com/forums/index.php?topic=19337.0
The video won’t load for me in Firefox or Edge on Win 10 x64. =(
Here is a link to the video on Youtube
https://www.youtube.com/watch?v=XTQYDqT4kdc
It’s a standard youtube video. Try clicking on the youtube icon in the lower right of the video to run it in youtube.
2-3 days left.
I can’t find the βSHUT UP AND TAKE MY MONEY!!!β button too, Chris.
Help us!
Same here
I was wondering if you had any thoughts in changing the core of the ships to something animated. Here is a super quick I-have-never-made-a-gif-before animation of what I was thinking. This is just to get the concept across and was made in paint so no comments, lol.
http://makeagif.com/SYeb6_
Well I don’t post much, but man V has a cult following. Love it and can’t wait for the next video. Keep up the good work V. You know how to keep us on our toes. Have a good turkey day.
I feel like we are celebrating New Year’s Eve now.
i cant wait but it will be around new year i hope
I’m sorry V.
I’m losing hype.
Maybe I’m just becoming cynical…
ANOTHER CONTEST!
QUICK! Guess the date we’ll watch the next video, and win!
It is between today and December 1st!
I choose November 22th, tommorow!
I chose November 24th, Monday!
Thanks for the video.
I wonder about the possibility of emergent behavior, as discussed by Nissen Taleb in the Black Swan. That little thing that is insignificant in the heat of battle, that, becomes significant, based on surrounding events. “The Perfect Storm”.
You know the drill, you are playing the game with the intent of “known unknowns” its the “unknown, unknowns” that should be freaking us out right to the games end.
Just when you think you have everything under control and you are going in for the kill, something happens that has the potential of tipping the balance of power.
This would create some excitement in the middle and end game.
CW3 maps often had that intense start of game, and then grind through middle and end. (I am not against grinding.) Now if you can introduce some similar intensity to the middle and end game, you will have more of a winner, than you already have.
Some possibilities.
When an enemy dies, and explodes, one final death blow attempt.
Enemies hold a portion of power back for their demise.
Enemies hold a portion of power back that is triggered by some external event.
Enemies hold a portion of power with a cyclical release.
Enemies are linked, and when one is destroyed, it triggers a change in behavior (more intensity from the survivor(s)).
The behavior of particles changes from map to map, in subtle ways, that need to be figured out. Just when you think you know how the particles are going to behave, you get a surprise. These behaviors would be in the math of the program, however, they may not be noticed in one map, however in later maps these particle behaviors become significant as they emerge.
That is the fascinating thing about emergent behavior, your extrapolating the events, to a perceived end. (Then you get a surprise.) Things like the effect of the “printing press” on the world. It was just ink on paper (right), what was the big deal. Oops.
Silicon in computers, its just sand right, Oops.
Wishing you a Happy Season, I will not be sending you a present this year, as it will take you away from the programming.
Just, kidding, when the game is ready I am quite willing to send you money. Money is always good at this time of year.
Be well,
I think you should posted that on the wrong topic
Post here: http://knucklecracker.com/blog/index.php/2015/11/emergence/
i hope that v will make video in new year like a gift (: