Normally when I screw up I just stop the video and do another one where I don’t embarrass myself. But, time is short and failing an assault is as interesting as winning, so enjoy my dreadful mismanagement of fleet assets. My court-martial will begin shortly…
This game looks better with every Alpha video, Virgil!
Props for getting this out before the holidays, it really brightens my day when I see a new update on your site!
The game seems to be coming along well! can’t wait for the release.
On a side note you forgot to spend Phasic this level.
“Forgot” 🙂 I plan to overhaul the tech tree for the next alpha build so I didn’t want to focus too much on the existing techs.
so any idea on release date or general idea such as Q4 2016 or something along those lines?
Only 1 word this game is: awesome!!!!
Keeps looking better and better, can’t wait for the final release! Don’t worry, we won’t judge you too harshly on your performance in this video 🙂
From what you said, I think a better strategy would have been to set up defensive camps on either patrol side while conquering that large piece of land you left open. Also, attacking that snake emitter while also fending off ships as most definitely a bad choice xD. It looks like you need the full force of the fleet + the friendly emitter to be able to destroy that baddie.
I guess you decided to eliminate the terrain features from last video, care to explain why you decided against that mechanic? Because you fused the omnis, did you decide that packaging all four into one would be too strong, or was it the changing of the energy and upgrade systems that made it obsolete?
I removed from this mission the overflight of particles over mired land. But that is still an option that can be set on a mission by mission basis. I have eliminated harvesting of land to collect energy so that meant the elimination of the harvester omni. That is all because of the switch to covered land generating energy. Harvesting (digging up land) may yet return as a function of the single Omni, though. It won’t be for gathering energy but for uncovering things…
That sounds like a great idea
Oooooh, hint hint wink wink? Can’t wait :D.
Another question (mostly about story): Since this is still within the CW universe (though as you’ve said not involved with the events from CW1-3, is there a chance that we might see the return of the mighty Thor? Considering how you made it a really shiplike object in CW3, it makes sense to me that it would really mesh into this game, maybe as an endgame powerhouse.
You could make your own thor if it is not in the game 😛
Hey, I just had another thought. At one point in this video, I noticed that you had two completely charged tankers (AKA guppies :3), but your energy production was overworked. Have you considered making tankers work like how they did in CW3, where if the renewable power supply (AKA energy mines/soylent land) is unable to keep up with the demands of the network, any connected tankers will pick up the slack? Or maybe you could make that a choice for the player?
Game’s looking awesome.
Considering how it looks right now, it might be an interesting idea to add some multiplayer in the form of 1v1 duels. I bet that’d make for quite a fun challenge, having 2 fleets collide, along fighting over the energy sources, maybe even emitters that can be “seized” to change their affiliation. I know adding multiplayer would most likely take a lot of work, but damn would it be epic if it’d work out.
Even if not, with the enemy being able to do pretty much everything you can do, and probably a lot more once the game gets more developed, it will be amazing. Considering some of the CRPL Products i’ve seen in CW3, i bet there’s going to be a lot of craziness to be had in Particle Fleet.
Yeah, I can imagine some PRPL scripts controlling the enemy fleet and doing some very interesting things.
also can you link these updates to the steam site for CW3?
Only one land unit seems to be a good choice for now, the focus is on the ships, not the land.
As for the next step on this Mission – taking the landmass is probably the best idea. More land = more energy!
Steady progress, Particle Fleet is really promising. I want it.
That other landmass would probably be useful as a base, but unfortunately the limit on the number of ships (and the large size of the ships and the consequent difficulty in concentrating firepower) reduces the utility of extra energy relative to the previous games . . . in fact beyond a certain point that seems pretty low, extra energy doesn’t seem to get you anything :\
Yeah, the amount of ships is definitely the limiting factor of your fighting strength, energy will only help so much.
But on this level V was most of the time at 0 energy. a bit more might have gotten him a bit more DPS, so the rest of the level may be easier.
Later the upgrades (rate of fire etc.) may be more draining on energy, so more energy is required.
Notice a distinct lack of particles passing through Mired land on this map. Did you take it out completely, or just turn it off for this one?
It is just turned off for this mission. It defaults to off, and I may not use it during the story missions, but it is still there as an option as it may be a useful mechanic on some maps.
Maybe have it so the particles can build a structure on an island the particles control that will allow all units to pass through the land. This would lead to some interesting strategy.
An interesting overhaul of the game. I noticed the particles can no longer go over land. To be honest, not sure how I feel about combining the omnis. I am guessing that is to draw away the focus from land, but in that case I rather enjoyed the idea of synergy between land and space units. Like the idea of enemy ships. Did you get that idea from the Sleeper? https://knucklecracker.com/forums/index.php?topic=18407.0 Thanks for this Christmas gift! Really excited for the game! Also, when you said lose, I thought you meant the level, not an assault :-).
Combining the Omnis basically cuts down on some micromanagement that wasn’t otherwise that fun. It reduces land unit management but consequently actually makes land units more interesting strategically I think. Being able to lathe, mire, and take shots means you tend to think about all three when you position and build the omnis.
The big shift is making mired land generate energy, though. That change, independent of combining the omnis, is what shifts the focus to land control and gives an extra dimension to your overall fleet strategy.
Maybe have it so the particles can build a structure on an island the particles control that will allow all units to pass through the land. This would lead to some interesting strategy.
Looking great Virgil! Can’t wait for beta! Would love to test. Merry Christmas.
To all who have wished a Merry Christmas, a heartfelt Merry Christmas in return!
I gotta say, I don’t really like combining all the land-based towers into one structure. It puts less focus on land-based strategy, which seemed to be a decent part of the game.
I still think it would be cool to see a CW-style network system on land, with the spaceships working as they do. It would make for some interesting gameplay, certainly.
If this were added, we would need something a bit more land-based to fight as well. Perhaps Crawlers that walk on Mired land? Or perhaps the Emergent could be reworked to be a land-based threat.
I doubt any of these will make it in at this point, but it would be neat to see. Keep up the good work, Virgil!
I’ve actually explored a good bit of that already. The issues turn out the be confusion over game focus. Too much on land and it starts acting more like creeper world or some other strategy game. It could probably be made to work, but not at this scale I don’t think.
Suggestions for the game:
-Make more use for land (More units for land, land enemies, ect,)
-Way to produce your own blue particles (Like AC)
Notes:
*I like you voice
Is the building of custom ships still in the game or did you take that feature out? Because I had an idea involving it. What if you get one custom ship per map to act as kina like a lead ship or flag ship or something? And the goal is to design it just right to fit the needs of that specific mission.
Custom ships remain. There is a ship editor that can be used to make any fleet and play any mission.
I think a good feature may be that the particles can build structures in some missions. Maybe have it so the structure increases the threat level of what is already on the board instead of adding to what is already there to try and prevent a grind situation. A good example is a structure that sends out an EMP blast in a cone shape every 2 minutes and has infinite range. All ships caught in the AOE zone are disabled for 5 seconds or something.
This will probably be in custom maps anyways but I think it would be great if the story mode always threw something at me that I was not expecting. Having to deal with a situation you did not foresee is what keeps a game engaging in my opinion outside of a story.
Merry Christmas everyone!
I have some questions, virgilw:
Why when an enemy ship (not a doppel) gets destroyed its core, the remainings don’t just fly away? I really liked that.
Other omnis will be in-game?
Can’t you edit ships in game anymore? Where did the techs go?
How about a land unit that makes fields?
If the field maker gets added on the game, will you be able to play a map without ships?
Again, will you be able to play a map (almost) full with land?
You were having a big energy problem all of the time, and more land wouldn’t be enjoyable. Other way of getting energy?
Techs and ship editing are still in the game. I just chose not to focus on them for this video.
Here’s a few ideas I have been harboring for a while but now decide to disclose. This is not trivial to program but I believe that if you have come this far it should be well within your abilities.
I would absolutely love this game even more than I already do it if you took the concept of the enemy having autonomous ships further. The one major problem a have had with the CW series (and other strategy games in general so no pressure) is that the enemy usually does not have any more intelligence to do anything but stay where it is and repeatedly spit out the same creeper or particles, not doing anything more to avert the aggressive storm that is coming upon them. The further concept I Imagine is giving the ships having at least a rudimentary A.I. that causes separate enemy parts to work to together at:
1.) taking a path around the player’s main fighting force and attacking where the algorithm detects weaknesses (simply by finding which section has the fewest defenses and using a simple path finding algorithm to determine a path that goes out of the way of the main attack force and to the place that the player has neglected a defense. If the path cannot go to the weakest spot the algorithm will move on to scan through the sections until it finds a path that fulfills the right orders)
2.)looking at where the fleet is moving and making a defensive wall against you. (this could be preprogrammed by the level designer looking at the places where someone would attack and then setting up a list of: If ships go through area A make enemy group up at place C)
3.)And if you think you can take the challenge, step up the A.I. level by: having the enemy start with it’s own Headquarters and give it the ability to aggressively expand against you, something I have never been put through except in games like Supreme Commander. And this game with it’s simplistic graphics but gameplay much better than most other strategy games would be perfect for this.
I have more ideas but I think these are the ones I want most of all.
And as a quick question, how many particles can the average person hope to simulate on their computer before it slows down enough to impact gameplay?
I also have and idea about what could be your next game, and it involves wars in space around planets with accurate orbital mechanics ( I have never ONCE seen a strategy game with accurate orbital mechanics that will teach people about what wars in space will actually mean, heck seeing as reusable rockets drive down the cost of sending stuff to space we need people who have somewhat accurate ideas about what war in space means) and a basic rocket equation to govern. It will take me a while to write down ideas I have had months to think about so I will, only if you are curious and are interested in my idea I’ll tell you all about it.
Yes, enemy AI that acts in a more self determined way is on the table…
How about having to select what “modules” the omnis can have before placing them? Like having check boxes below the omni button and each check box will tell what “module” will be on the omni! Ex, An omni that only has a lathe module and mire module, but not any other modules. I made a post about it in more detail. 🙂
The omni will definitely have options to turn off/on different aspects.
Ah Cool! Thank you for responding!
watching this video i got the Idea for a level called “Sacrifice” you start with no ships other than the mothership of corse. the enemy gets a mothership as well. and both of you are fighting each other to get the other ship blueprints that are scattered about the area. the enemy claims one he gets to build it and you cant, and vice versa. the reason why its called sacrifice as you have to give up safety for a chance at winning.
i have seen something similar in CRPL script so it would only be a matter of time for this to become a reality.
Looks great.
One apparent danger I feel though is that everything could end up becoming to cluttered, where you’ll just end up building everything and sending everything in without much further though that you may or may not be using the right tool for the job.
I like the new skins :). Will there be an explanation for all of them in game?
Yep, there will be tutorial missions as well a descriptions for what each module does.
don`t continue map???
Very nice video and I’m glad to see some more footage. Also, don’t worry about that failed assault, it happens to everyone occasionally. 🙂
As for the enemy AI, I wish you would turn down their spawn rate, add a little delay to when they start spawning at the beginning of the mission, and make them more aggressive. It seems to me like there wasn’t really any threat to your base in this mission, and almost no matter what happened you would survive to make a counter-attack. That’s not really something that, in my humble opinion, should happen in a video game such as this.
I’d like to hear your thoughts on the matter as well, V, as I know that I do not know what will work the best for the game.
Yeah, this mission was designed to have a relatively safe starting position that you would not lose. There’s a large portion of the playing population that likes that type of mission (from my assessment of CW). Also, some of the earlier story missions will be that way since they also serve as tutorial missions.
From a practical standpoint, I prefer them when making videos because it is easier if I screw up (I don’t have to keep starting over and over). My play style gets cramped when I am trying to talk and explain the game, so I don’t play optimally.
All that said, yes…. you can definitely make and will experience plenty of maps that will kick your tail and keep you under constant pressure.
All right, that’s good to know that I’ll have plenty of hard maps. Thanks for the response. 🙂
I preferred CW1 and CW3’s power systems over CW2’s one. I also preferred their network systems over the “packets just float to wherever” system of CW2.
game looks good. i cant wait to play it. i got nostalgic and went and replayed cw2 for a change of pace. still good game and same 3 missions still kick my butt
Any plans for dealing with cheating.
I have been playing CW3 again, and find it still disappointing when I review the scores, as to what is real and what is not.
Part of game play is seeing a better score and wondering how did they do that? Part of the Macro challenge of the game is working out different options on a map solution.
Being an auditor I wonder if a novel possibility might exist.
1. When a score is submitted some key points are submitted with the score with time, etc.
2. In the event that cheating has been proven all scores are pulled for that individual.
3. If you don’t want to disappoint the cheaters, have a second scoreboard of test failed scores.
4. I am sure a number of people who follow your products, would be willing to set up a court of appeal to review data submitted with the score, to allow for a review of failure of the automated audit system.
A major component (for me anyways) is the greater competition with the rest of the world. I would be replaying maps just to figure out what I missed in my strategy.
CW3 has this whole component of “Meta” gameplay that got messed up.
ok i know that this game working is hard but can you v tell us how much of the game ready please
he mentioned late alpha a couple videos back.
Meta scoring.
Combining scores and comparisons around the universe.
For example if there is a sequential story line and an individual is to progress through the maps, there could be a meta comparative score, for the maps to that point in the sequence. (Total Scores, average, total time, etc.)
If there were different universes like CW3, there could be combined meta scores for each universe.
There could be meta scores for grouping of user generated maps, that are voted on, or decided on by virgil, etc.
Now this would be weird but interesting, a player could layout a list of say 10,20,30 etc. maps and compare their scores with the rest of the Meta verse. Challenges could be issued, back and forth across the “metaverse” creating a whole new type of user to user competition.
User defined maps could become part of the competition. “Here try this map if you think you are so good.” “Yeah well, try this one”.
What I find interesting about this possibility is that map design could become part of the competition. The designs in effect would be rated, by the “high time” to complete the map. Designs would push for high times, while players are competing for lower times.
Now this is the ultimate. Aliens currently hiding on the other side of Jupiter could compete via internet against humans. They discover that through game play humans are just to tough to beat, and disappear back into the unknown universe. Particle Fleet goes down in history as the method by which the world was saved from alien invasion. Because this event was so secret the US government rewards the developer by buying millions of copies of the program through aliases…oh well, fantasy….maybe it would make a good movie.
OOPS this just in on the news service “CW3 SAVES WORLD FROM ALIEN INVASION”…..sorry I was a little slow on the idea.
Keep smiling, we have no choice waiting for Particle Fleet, frowning will not make it come any faster. 🙂
Be well, and safe from aliens, and stress from waiting for the next demo of what is to come.
Have you toyed around with the idea of the grabbers being able to store particles to fire from a different area similar to the anti-creeper generators in other games?
Like have them parked on top of the friendly emitter, store up a bunch of particles, then bring it to like the other side of the map for a flank attack.
For something like this, you could position multiple grabbers like in the previous video.
Thanks to your work from russian gamers. Waiting for CW4. 🙂