Microwave 1 cup of milk for 1 min 30 sec. Add 2 teaspoons of chocolate malt Ovaltine. Stir in 1 teaspoon of raw honey. Sit down and play Particle Fleet mission and press record in Fraps.
Well, along with all 3 Creeper World installments, this is a guaranteed buy-on-release. I hope you continue making games past this one. Whether it be Creeper World 4, Particle Fleet 2 or something different. Quality sells.
Ah the good old days where the best thing you could do was RUN. now you litterally just sit back and watch the fireworks. (Might i sugest cutting down the number of lines that show up. like 80% of the screen was yellow for that effect.)
Cant wait to get my hands on this game and see what kind of trouble the RNG Gods send my way.
Call Me..... LuciferJanuary 30, 2016 at 3:35 pm | Permalink
This is a good idea….. maybe one to one spawner-totem, or have them all meet at a central point then branch back out? that way at least the screen wouldn’t be so…… chaotic is the best word I can think of.
love the addition of enemy energy mines, as well as the new tech upgrades! Totems feel a bit too OP though. Then again, I guess it will be harder to get them, which makes the 2 options to win interesting. Hope the enemy ships don’t get the Big Nose anytime soon… speaking of which, remember the early videos when the Wolf was the strongest ship? Such a long way…
V said something about a(n) “escalation factor” which is not in this mission. The totems in another mission with an escalation factor will probably be hard to obtain. Also, pretty sure there is going to be an enemy big nose or enemy ship with MK7.
Enemy ships can come in any configuration. You might face a weaponless, engineless imp, or you might face a fleet of super carriers… and anything in between.
Totems are not going to always be present in all missions, but when they are they might be exceedingly difficult to take or easy. All options for missions.
Blue DwarfFebruary 6, 2016 at 12:08 pm | Permalink
Will there be Carrier class ships that have fighter and bomber bays?
That’s one thing I like in other space strategy games. Dropping in to a heated battle zone and watching dozens of little ships erupt from the carrier and start flying all over in a frenzy, lasers shooting everywhere.
I think it makes the battle feel larger, more impressive. Having smaller drones gives a better sense of scale maybe, you can tell that the bigger ships aren’t just 1-man space cruisers, you know there’s a whole crew in there along with all the pilots for the fighters (or perhaps a very advanced AI to manage everything).
Getting a grasp on the scale of things has always been a bit difficult for me with the Creeper World games.
Anyway, game’s looking really neat so far. I can’t wait to get my hands on the finished product, I’m sure it will be excellent as always.
At 9:45 in the video, the energy mine to the left got stunned and it still continued to build out it’s struct. Probably just a thing you forgot to put into the code.
Looking at how slow the MK7 shells move for their effective range and “leash range” (meaning range that the shells can move and still deal damage albeit outside the actual firing range which an enemy must be in for the MK7 to actually shoot) I feel like it should take a little less time for the shells to reach their targets as time goes on.
The converse of this is the fact that nothing in CW3 would improve the speed in which Bertha shells reach their targets, but in PFE and much unlike CW3, there is actually pretty big room for error for MK7 targeting since their targets can not only just move out of the way, but there is also nothing for the MK7 to hit if no other enemies are behind the initial target.
SuperTerminatorJanuary 31, 2016 at 10:33 am | Permalink
Don’t mind the pool of drool underneath my mouth, it’ll stop growing eventually….. when the game is released.
On a more serious note, gosh dang PROGRESS. You’ve really upped the ante with the game mechanics. From the gameplay videos so far, I’m seeing that this game will have a lot better potential than any of the CW games to pose a legitimate threat to your base of operations at all times. On that, since you mentioned escalation factors, you might want to consider (or already have) making harder difficulty options for pushing the players’ abilities to the limit. Of course I’m not expecting the levels to be particularly easy at any point anyway, but I’d love to see some options that turn average difficulty levels into a constant struggle for survival. Of course, with escalation factors, parking at one power level too long will become a terrible idea, mainly in the form of enemy swarming XD. I’m just imagining a fleet of dopples, enemy big noses, and snakes gathering before swarming you and turning your equipment into stardust.
Other than that, looks like you’ve got the mechanics all ready, can’t wait for the final results!
Yeah, I am considering this. I always get two sets of complaints for any story missions. “Too easy”, and “I rage quit”. Adding a gross control over enemy “output” might be one way to scale mission difficulty.
It looks more like multiplayer will be an option. Maybe not with the main game, but someone could do mods that allow something to that effect? I remember you saying that the game would not have multiplayer, but would be based on multiplayer play… might be fun to play around with.
I want to play a new game I want to help you find bugs :)) Send me the game I promise I won’t do anything with it PLz PLZ PLZ I will report you any problem . P.S. At least ost more vids !
Please let there be some form of carrier. I remember in the early video you had those ‘phalanx drones’ on the energy mines. Could that be a possible tech upgrade or maybe make a converted missile cruiser with phalanx drones? Either way it would be brilliant. Imagine if there were capital ships with big weapons and a complement of phalanxes for close defense… Also will be be able to customize ships? Perhaps make a points system where higher level weapons, engines or armor cost more points to add, giving people a number of small medium or large ships each with a number of allocated points? Or maybe have the standard ships but with the option to build ‘ad-dons’ of extra, specialized, weapons or phalanx drone hangers…. Also, what about having different types of amp gem with different bonuses, e.g. one is 1.5x as quick for research, another grants even larger bonuses to ships, it would add an extra dynamic to the game.
P.S. Roughly what will the minimum specs to run this be?
Virgil what are your thoughts on early access through steam as a method of early delivery and user participation in story development, and/or map development?
Is their (Steam) % take to high for this to be viable for you. Or do you have other ideas on how you are going to roll this out?
For example I would have no issue with paying to be involved in some of the initial map development / story development and or testing.
Ninjadude501February 28, 2016 at 5:12 pm | Permalink
Actually, while I would be excited at the prospect of getting to play the game early, I am not truly in favor of an early access option anymore. This video changed my mind. https://youtu.be/CmLz00L6CmY
I’ve thought about it a lot over the last year and decided against “official” early access. Of course I could change my mind at any point, but the plan right now is to deliver the game in traditional form. It will be my best effort at a ‘complete’ game and have story missions, custom map support, and a random map generator.
Now, that doesn’t mean I won’t add anything else to the game after release. I also may have a flurry of bugs to fix and other issues to handle. So even though it isn’t labeled as early access, I’m free to keep working on the game and tweaking it.
One of the reasons for this, is that even if I released in early access, I’d still very much be obligated to release the best quality product I could. So for me, anyway, the lines between release and early access are really close to each other.
Lastly, I think true early access is better for some game genres and types than for others. Strategy titles likes this rely on a high degree of completion (game mechanics, units, mission goals, story elements, map sharing) to hit their mark… else they could end up in Godus land… and nobody wants that. So that again pushes the early access line closer to the release line.
TLDR: I’m going as fast as I can and am committed to releasing the game asap. Early access is just a label, and my own release standards require me to release a ‘finished’ product that supports continued work and enhancements.
I know this is going to sound like a whiny little kid, but could we at least have, say, a changelog? Just to give us an idea about what’s going on?
Google_TranslatorMarch 1, 2016 at 4:33 pm | Permalink
Release the game and not worry about what is missing. There is always something that can be added to game.
In the world of computers update is something natural.
The world has changed. Today, developers first take money for the game and then they release the game by piece. For example Kickstarter.
Yeah, there are some new things to show… The simulacrum, score posting, new tech upgrades, etc. It’s been a hurricane of changes since the last video as usual. The plan right now is to do another build and video by mid next week. Then jump into some story missions and other things necessary to move into beta.
I really enjoyed the last 3 games and stopped coming to the blog after the third released. I was really expecting the fourth one to be on the ground. The setting being in space with islands is really cool. Instead of putting the land in space… does anyone think it would add to the gameplay to separate the land from space? I loved that the third game had stars that you had to travel to so that you could clear the system. Can we have a similar system as game three but add these space battles to equal game 4? Having two different ever-changing fronts to battle on would be super fun.
Also, with the ships, does anyone think that having fully customizable ships is good enough to add? People could make massive ships just for clearing the swarm or have many other ships with specific or multipurpose tasks. The current ships feel kind of limiting to what the player can do.
One more suggestion I have that I believe could make the game more fun would be to create a universe system like game 3, except add planets where you have to fight a space battle like these to be able to access the planet. Then have the planets be similar to before, and add more buildings, upgrades, and difficulty.
The space battles are going to be fantastic whatever you do. Can’t wait!
My third suggestion was a little vague. I was thinking there could be energy ships or collector ships to gather ore if that will still be in this game. Kind of like how the guppy operated.
Virgiolw, I have some suggestions about the difficulty setting in the game, one way, as you mentioned is to reduce red particles spawn rate, this is a very straight forward solution, however it might mess up some level design as particles bank/wall won’t work properly.
Another solution I just think of is to reduce aggression of particles, not sure if it is a good way(since it will be easier to defend), or it will go completely wrong(extremely hard to clear areas, since you have to clean it by tiny bits).
Third solution is work on the particle type, in some vids you showed that some particles have more health, I don’t know if it is easily configurable in your code, but if you can reduce all particles ‘level’ by 1 or even 2, might be a easy fix for missions that are too hard (and hopefully won’t change the map too much).
I can give suggestions all day but I’m afraid it will be too long for you guys to read, so I think I should end it here . x_x
You’re saying in the vid that you plan to add some kind of escalation mode.
I think … that’s okay. Because there are people out there who need the pressure.
But the most thing i love in Crepper World 3 was the fact: You can play it the way you like.
If you want to rush a level, you can do. You have to be quick, you have to be smart and you have to be careful. And you get honored with a nice score.
But if you just want to relax and tear the enemie apart piece by piece … it was also possible. When i play a mission in Creeper World 3 .. it takes 1-2 hours. And i love this fact. Because i play games to relax .. to chill a little bit. To enjoy.
So please .. if you plan to add an escalation mode, make it as a choosable feature. Dunno maybe for double Score points as reward or something like that. But please don’t force people like me to have to speed up things.
I’m a really big fan .. CW 1, 2 .. 3 i bought them all …. and i WANT THAT NEW GAME! .. it looks so cool. So i hope you keep the general “gamemode” like in CW1 and 3, where it’s up on you, how you want to master a level.
What a surprise…
Those totem effects are pretty cool.
YAY, another video! Looks great as always.
Can you tell us what is the status of story/campaign?
The story is in my head… but soon will find its way out.
can you make a test version beacuse I don’t know if it is working. my language is poland
Keep the good stuff coming!
I really need to stop watching these videos. The anticipation is killing me! It’s looking really good.
SHUT UP AND TAKE MY MONEY!!!
Gimme-gimme-gimme!
Well, along with all 3 Creeper World installments, this is a guaranteed buy-on-release. I hope you continue making games past this one. Whether it be Creeper World 4, Particle Fleet 2 or something different. Quality sells.
Ah the good old days where the best thing you could do was RUN. now you litterally just sit back and watch the fireworks. (Might i sugest cutting down the number of lines that show up. like 80% of the screen was yellow for that effect.)
Cant wait to get my hands on this game and see what kind of trouble the RNG Gods send my way.
This is a good idea….. maybe one to one spawner-totem, or have them all meet at a central point then branch back out? that way at least the screen wouldn’t be so…… chaotic is the best word I can think of.
Yeah, that current effect was just a placeholder I did before the video. I ran out of time, so I slapped that in and did the video.
Ugh. You’re such a tease Virgil. I can’t wait to play.
I CAN’T STAND THE HYPE!
#ParticleFleetHype
This game has as much hype as call of duty. The only difference is that this game can never disappoint. Can’t wait for the release Virgil.
love the addition of enemy energy mines, as well as the new tech upgrades! Totems feel a bit too OP though. Then again, I guess it will be harder to get them, which makes the 2 options to win interesting. Hope the enemy ships don’t get the Big Nose anytime soon… speaking of which, remember the early videos when the Wolf was the strongest ship? Such a long way…
V said something about a(n) “escalation factor” which is not in this mission. The totems in another mission with an escalation factor will probably be hard to obtain. Also, pretty sure there is going to be an enemy big nose or enemy ship with MK7.
Enemy ships can come in any configuration. You might face a weaponless, engineless imp, or you might face a fleet of super carriers… and anything in between.
Totems are not going to always be present in all missions, but when they are they might be exceedingly difficult to take or easy. All options for missions.
Will there be Carrier class ships that have fighter and bomber bays?
That’s one thing I like in other space strategy games. Dropping in to a heated battle zone and watching dozens of little ships erupt from the carrier and start flying all over in a frenzy, lasers shooting everywhere.
I think it makes the battle feel larger, more impressive. Having smaller drones gives a better sense of scale maybe, you can tell that the bigger ships aren’t just 1-man space cruisers, you know there’s a whole crew in there along with all the pilots for the fighters (or perhaps a very advanced AI to manage everything).
Getting a grasp on the scale of things has always been a bit difficult for me with the Creeper World games.
Anyway, game’s looking really neat so far. I can’t wait to get my hands on the finished product, I’m sure it will be excellent as always.
Please let there be a level where it is just an enemy fleet- not particles- and you are restricted to particle based weaponry. Like a roleswap.
At 9:45 in the video, the energy mine to the left got stunned and it still continued to build out it’s struct. Probably just a thing you forgot to put into the code.
How about upgrades for weapon velocity?
Looking at how slow the MK7 shells move for their effective range and “leash range” (meaning range that the shells can move and still deal damage albeit outside the actual firing range which an enemy must be in for the MK7 to actually shoot) I feel like it should take a little less time for the shells to reach their targets as time goes on.
The converse of this is the fact that nothing in CW3 would improve the speed in which Bertha shells reach their targets, but in PFE and much unlike CW3, there is actually pretty big room for error for MK7 targeting since their targets can not only just move out of the way, but there is also nothing for the MK7 to hit if no other enemies are behind the initial target.
Perhaps this will make it easier to understand if I made this sound too confusing: http://bloons.wikia.com/wiki/Powerful_Shots
Well, if the MK7 projectiles were made faster, it might make it too powerful, as it would increase the MK7’s “effective” range.
Building Bertha on a Power Zone will definitely make i shoot faster 🙂
He meant the bullet’s speed, not fire rate.
Don’t mind the pool of drool underneath my mouth, it’ll stop growing eventually….. when the game is released.
On a more serious note, gosh dang PROGRESS. You’ve really upped the ante with the game mechanics. From the gameplay videos so far, I’m seeing that this game will have a lot better potential than any of the CW games to pose a legitimate threat to your base of operations at all times. On that, since you mentioned escalation factors, you might want to consider (or already have) making harder difficulty options for pushing the players’ abilities to the limit. Of course I’m not expecting the levels to be particularly easy at any point anyway, but I’d love to see some options that turn average difficulty levels into a constant struggle for survival. Of course, with escalation factors, parking at one power level too long will become a terrible idea, mainly in the form of enemy swarming XD. I’m just imagining a fleet of dopples, enemy big noses, and snakes gathering before swarming you and turning your equipment into stardust.
Other than that, looks like you’ve got the mechanics all ready, can’t wait for the final results!
Yeah, I am considering this. I always get two sets of complaints for any story missions. “Too easy”, and “I rage quit”. Adding a gross control over enemy “output” might be one way to scale mission difficulty.
It looks more like multiplayer will be an option. Maybe not with the main game, but someone could do mods that allow something to that effect? I remember you saying that the game would not have multiplayer, but would be based on multiplayer play… might be fun to play around with.
Oh come on!
My internet goes down on the same day you upload a new vid.
Sods law.
Bet 10 bucks there is going to be a thor in this game. 😛
I bet another 10 bucks that if there isn’t a thor in this game someone will mod one in…
“Someone”
I want to play a new game I want to help you find bugs :)) Send me the game I promise I won’t do anything with it PLz PLZ PLZ I will report you any problem . P.S. At least ost more vids !
me too
what’s the release date of this game? (I’m sorry if i have to you do repeat)
When it’s done. No release date announced yet. Probably this year. That’s the best guess so far.
Please let there be some form of carrier. I remember in the early video you had those ‘phalanx drones’ on the energy mines. Could that be a possible tech upgrade or maybe make a converted missile cruiser with phalanx drones? Either way it would be brilliant. Imagine if there were capital ships with big weapons and a complement of phalanxes for close defense… Also will be be able to customize ships? Perhaps make a points system where higher level weapons, engines or armor cost more points to add, giving people a number of small medium or large ships each with a number of allocated points? Or maybe have the standard ships but with the option to build ‘ad-dons’ of extra, specialized, weapons or phalanx drone hangers…. Also, what about having different types of amp gem with different bonuses, e.g. one is 1.5x as quick for research, another grants even larger bonuses to ships, it would add an extra dynamic to the game.
P.S. Roughly what will the minimum specs to run this be?
I don’t suppose their is a download for this game anywere….. It looks awesome
Game isn’t out yet. Hopefully soon. Right Virgil? Soon? SOON?!?!?!
Virgil what are your thoughts on early access through steam as a method of early delivery and user participation in story development, and/or map development?
Is their (Steam) % take to high for this to be viable for you. Or do you have other ideas on how you are going to roll this out?
For example I would have no issue with paying to be involved in some of the initial map development / story development and or testing.
I would support a early access option as well.
We all would.
Actually, while I would be excited at the prospect of getting to play the game early, I am not truly in favor of an early access option anymore. This video changed my mind. https://youtu.be/CmLz00L6CmY
I’ve thought about it a lot over the last year and decided against “official” early access. Of course I could change my mind at any point, but the plan right now is to deliver the game in traditional form. It will be my best effort at a ‘complete’ game and have story missions, custom map support, and a random map generator.
Now, that doesn’t mean I won’t add anything else to the game after release. I also may have a flurry of bugs to fix and other issues to handle. So even though it isn’t labeled as early access, I’m free to keep working on the game and tweaking it.
One of the reasons for this, is that even if I released in early access, I’d still very much be obligated to release the best quality product I could. So for me, anyway, the lines between release and early access are really close to each other.
Lastly, I think true early access is better for some game genres and types than for others. Strategy titles likes this rely on a high degree of completion (game mechanics, units, mission goals, story elements, map sharing) to hit their mark… else they could end up in Godus land… and nobody wants that. So that again pushes the early access line closer to the release line.
TLDR: I’m going as fast as I can and am committed to releasing the game asap. Early access is just a label, and my own release standards require me to release a ‘finished’ product that supports continued work and enhancements.
I know this is going to sound like a whiny little kid, but could we at least have, say, a changelog? Just to give us an idea about what’s going on?
Release the game and not worry about what is missing. There is always something that can be added to game.
In the world of computers update is something natural.
The world has changed. Today, developers first take money for the game and then they release the game by piece. For example Kickstarter.
Virgil,
Everything is looking great. Can’t wait for the next video or even better the release of the game. So excited for this!!!!!
In the meantime i’ll just keep searching for the “Shut Up And Take My Money!!!!!” button
Has there been any major changes since this video that you might want to show us? Or is it in the polish stage at this point?
Yeah, there are some new things to show… The simulacrum, score posting, new tech upgrades, etc. It’s been a hurricane of changes since the last video as usual. The plan right now is to do another build and video by mid next week. Then jump into some story missions and other things necessary to move into beta.
Scores were the one thing I didn’t like about the games.
I mean, the top’s only going to be guys with like 4 seconds or something anyway.
Just saying, the YouTube embed doesn’t work on my Chrome running on Windows 10 64x machine.
Click the shield next to your favourites button.
Thank you good sir. I can now sleep easy.
I really enjoyed the last 3 games and stopped coming to the blog after the third released. I was really expecting the fourth one to be on the ground. The setting being in space with islands is really cool. Instead of putting the land in space… does anyone think it would add to the gameplay to separate the land from space? I loved that the third game had stars that you had to travel to so that you could clear the system. Can we have a similar system as game three but add these space battles to equal game 4? Having two different ever-changing fronts to battle on would be super fun.
Also, with the ships, does anyone think that having fully customizable ships is good enough to add? People could make massive ships just for clearing the swarm or have many other ships with specific or multipurpose tasks. The current ships feel kind of limiting to what the player can do.
One more suggestion I have that I believe could make the game more fun would be to create a universe system like game 3, except add planets where you have to fight a space battle like these to be able to access the planet. Then have the planets be similar to before, and add more buildings, upgrades, and difficulty.
The space battles are going to be fantastic whatever you do. Can’t wait!
My third suggestion was a little vague. I was thinking there could be energy ships or collector ships to gather ore if that will still be in this game. Kind of like how the guppy operated.
Just a note. This is NOT a creeper world game. Entirely new.
Virgiolw, I have some suggestions about the difficulty setting in the game, one way, as you mentioned is to reduce red particles spawn rate, this is a very straight forward solution, however it might mess up some level design as particles bank/wall won’t work properly.
Another solution I just think of is to reduce aggression of particles, not sure if it is a good way(since it will be easier to defend), or it will go completely wrong(extremely hard to clear areas, since you have to clean it by tiny bits).
Third solution is work on the particle type, in some vids you showed that some particles have more health, I don’t know if it is easily configurable in your code, but if you can reduce all particles ‘level’ by 1 or even 2, might be a easy fix for missions that are too hard (and hopefully won’t change the map too much).
I can give suggestions all day but I’m afraid it will be too long for you guys to read, so I think I should end it here . x_x
Hey!
You’re saying in the vid that you plan to add some kind of escalation mode.
I think … that’s okay. Because there are people out there who need the pressure.
But the most thing i love in Crepper World 3 was the fact: You can play it the way you like.
If you want to rush a level, you can do. You have to be quick, you have to be smart and you have to be careful. And you get honored with a nice score.
But if you just want to relax and tear the enemie apart piece by piece … it was also possible. When i play a mission in Creeper World 3 .. it takes 1-2 hours. And i love this fact. Because i play games to relax .. to chill a little bit. To enjoy.
So please .. if you plan to add an escalation mode, make it as a choosable feature. Dunno maybe for double Score points as reward or something like that. But please don’t force people like me to have to speed up things.
I’m a really big fan .. CW 1, 2 .. 3 i bought them all …. and i WANT THAT NEW GAME! .. it looks so cool. So i hope you keep the general “gamemode” like in CW1 and 3, where it’s up on you, how you want to master a level.
Thank you