The Marauder seems to be a top-of-the-line ship, featuring 4 missiles, 4 cannons, 2 lasers and 1 “respulsor” beam. That´s an impressive arsenal so I don´t think it´s that insanely-overpowered. :=
By saying ”one module” I mean the repulsor. Around 25:00, check the velocity of particles before and after the ”repulsor” gets them. They are quite a few for only one of that module (I count the rest of firepower), don’t you think?
The cannons itself and the explosions from the missiles itself have a certain amount of physics-based pushback, as far as I can tell. I am pretty sure, this is just a very specific situation where the marauder simply excels. if the particles would come from different angles the result would likely have been different.
Is there a possible release date? please say if there is, because I REALLY WANT THIS GAME!!!!!!!!!!!! if it is around April fools day then I don’t know if even if it is because it would be a welcome home thing, like welcome from the choir competition in Virginia, and hope you did good or something but please let us know.
I never talk about release dates…. not to be glib, I just don’t know. As soon as I say a date, I’ll miss it… or be done early. The best I can say is that you can see the progress of the game, you can look at CW3, and you can start to figure out what I have left to do. I have story missions to do, custom map management and viewer, and some PRPL work and polish. How long will that take… I dunno. Depends a lot on how winding and fancy I get with the story missions. I want to tell a neat story and show some neat missions, so it is hard to say.
In my experience following CW form the first one, it will take exactly long enough for you to go crazy thinking it’s coming out so soon, and then you will resign yourself to the fact that it isn’t coming out for a few months. Only then will you check for a blog update a week later and the game will be out. =)
Given how long it took for some genius to figure out how to Play as Creeper in CW3, I’d wait a year or so after Particle Fleet is released if I were you.
Then again, it could be easier, seeing as we have experience from CW3. And if you think about it, the enemy isn’t that different. Sure, they have Dopples and Stunners, but the ship AI is already there, as are enemy energy mines.
And perhaps there should be an upgrade for missile accuracy? One that prevents it from doing that loop-de-loop ring around the rosey around the enemy it is going for.
Consider an anti-rock burn ability or something since mired land is still nice and all?
And how about indicators on the map for what will happen if you release a gem from an upgrade? For example: remove the gem from energy range, show a dark-tinted circle that shows what the range will be if this is done. And if this is done, show what, if anything like ships or omnis, will be outside of energy collectability range upon removal of the gem.
And if energy discharger is removed for example, make a discharger symbol next to each friendly energy source fade if hovering over the option, then disappear if done.
Symbols in this case show what each energy source can do just like in CW2 in which the Command Node had colored Xs for each packet type it dealt and how pulse cannons had color coded barrels to determine what it would target. Just a few visual aid and UI enhancements I had in mind that, despite how little they seem, should be among the critical elements to maintain as much satisfaction with Particle Fleet as you did with CW3.
Speaking of targeting priorities, it looks like the lathes could use some as well, maybe a UI panel to tell it what to hit, in what order, and what not to hit.
> Consider an anti-rock burn ability or something since mired land is still nice and all?
Ah, i disagree. Once you made the trade off “less energy for a way to direct my particles” you shouldn´t be able to go back.
Speaking of mire and bog though: Will it be possible to “overcharge” land by placing multiple layers of bog on it? That would be quite a defensive boost for enemy particles, because often they kind of just bog the land and then hang around more or less being useless until they finally time out. I´d like for even remote emitters be still kind of useful. Or when they reach their maximum amount of particles spawned, they could establish a link to the nearest emitter instead and boost their production rate. So many possibilities. :O
Another point that would be great, and I understand that any additional Featurecreep is the death of any release date, is if ship would be able to set to a kind of “overcharge” mode, were they consume double the amount of energy and selfinflict damage on their hull in return for a small boost to their rate of fire. Currently it feels still very linear, from the videos we were shown, where in the begining you are too energy starved and later basically can ignore any energy requirements.
I am really really really looking forward to your ideas on the “ecalation phase/function/triggers” that you mentioned in the last few videos. If you could elaborate them in the coming month or so I´d be thrilled!
Yeah, rock burning isn’t really a general purpose game play requirement. It tends to show up in slightly more specialized cases. For instance imagine there is an island shaped like a ring and a blue emitter is in the middle. There’s no way for the particles to escape unless you cut a canal somewhere for them… and where and when you cut that canal(s) can matter.
Rock burning can also be used to deny an overwhelming enemy force access to a portion of land. Make some early strategic cuts and you might literally burn a few bridges. Those cuts could save land from being mired by the enemy and in turn make it possible for you to harvest energy from it.
The ship overcharge mode is kinda similar to the effect of adding an amp gem to a ship. It fires faster but also consume energy faster.
And the escalation stuff… that can come in various forms from some built in stuff to some PRPL initiated things. Once the story missions start to show up some more crazy mission scenarios will start to become more evident.
Hey Virgil, I have a question not specific to this video. How often do you go back and play your games after you develop them. Do you still enjoy playing them, or when you finish a game do you go on to play games by other people?
Honestly I don’t play a lot of other games. When I do play I play outside of the genre I develop in. So I might play some Just Case 3, or some other shooter for a hour or so here and there. I do play my own games (a lot heading into release and after release) just because I think that is good for the quality of the games. But in time I move on to the next game and then spend months/years where most of my time is spent developing it. I will also evaluate other games that seem interesting (but not really play them deeply). If I could find a cure for sleep I’d play more games, though 🙂
still hoping any escalation mode will be adjustable. So lazy guys like me can play the game at their own pace.
Thats something i did very love on CW 1 & CW 3. It’s up to you if you want to hesitate, or if you want to turtle.
Kaustic_SwarmMarch 13, 2016 at 8:06 pm | Permalink
Virgil,
I love all the creeper games (enough so that I lost my key and bought a new one for one of them >.<). I have two main comments:
First, the main weakness of the creeper games is that after establish energy it's just cleaning up the map. Through the creeper series it thematically made since as the creeper was typically less than intelligent, until the Loki and the cool stuff you did. You've referenced the escalation and triggers without much detail. Will/can you allow the enemy to ramp up intelligence? For example: double production of dopples, seeking particles, smarter/homing emergent, enemy able to assess combat effectiveness of a vessel and choose to focus it? Honestly, if the enemy only said "there's the HQ, get'm boys" it would add to the game. Thoughts?
So, I may be the only one that will say this, but take your time. I want a great story. I want a reason to send my blue particles into the expanse of space and obliterate those dirty red specks.
Do the energy mines increase their production over time? I saw at 30:00 some with 2,4 and 8. Does that have to do with the simulacrum E. S. Rate?
SuperTerminatorMarch 14, 2016 at 4:01 pm | Permalink
Question for the world’s #1 indie developer: Is the development cycle for this game about-ish in the same place as CW3 was at this point in time (meaning the video release of the simulacrum/dial map device)? Cause if so, then could the game be facing (in a very UNOFFICIAL, GUESSTIMATION WAY) a somewhat similar release date (around 6 or so months afterwards, maybe plus around 3 cause of game complexity)? I know you’ve said as many times as the years Skars slept that you won’t give a release date, but I’m just interested in the game progress.
Another question: I remember a while back you introduced the idea of module customization, is that feature still in the game? I have a feeling that it works with the custom fleet option, but I just wanted confirmation. If so, could you pretty please somehow work the feature into your next dev video? Thank you man!
Working off of my previous question, are you planning on expanding ship customization to the point of potentially allowing map makers to build custom hulls? It seems like something that’d be really really cool to see, especially for custom map makers. Obviously there’d most likely have to be progress and practicality restraints to make that not break everything, but it seems like a cool possible mechanic 😛
The release schedules are difficult to compare. With CW3 I had to mature CRPL and the story missions together. I have to do that with PF as well, but maturing PRPL isn’t as much work since I have experience with the CRPL implementation in CW3. The biggest remaining time obstacles are the actual story missions. They aren’t all I have to do, but they at 80% of the remaining time (give or take).
As for ship customization… yes, there is a ship editor. If you look at the main menu shown in the video you’ll see a button for that. Clicking it will bring up a ship editor that lets you design a hull and place modules on it. Those ships can then be used in your own custom missions, or you can choose to play any mission with ships of your choosing. The “stock” ships I’ve shown in videos are the ships that will be revealed over the story missions and are the standard set the game will ship with. But custom missions will likely be filled with all sorts of odd ships and I have no doubt people will create and ever expanding database of ships for players to enjoy.
You can actually play _any_ mission with the ships it was designed with, ships of your choosing that fall within the maximum total ship displacement, or ships of your choosing with no limits. Each mission (story or otherwise) has these three modes you can launch it in.
But could also make main campaign levels rather easy if you could just built a ship that has the best features. Wouldn’t give the enemy really a fighting chance at all
That’s correct… you can make a mission much easier (sometimes) if you play in unlimited mode and give yourself lots of ships. Note that the score table is separate for each mode of play.
If this will work for story mode, too. I’m absolutley happy. Thank you virgilw. I hope there will be plenty more games of you in the future. I like the style of your games very much. ~300 hours playtime for Creeper World 3 at the Moment 😀
SuperTerminatorMarch 18, 2016 at 7:52 am | Permalink
Progress FTW! I’m seriously excited for this game, thanks for answering my questions! Your explanation about PRPL vs CRPL makes a lot of sense, glad to hear that you’ve made so much progress! Just don’t spare it on the story, we are more than willing to wait for perfection 😀
SuperTerminatorMarch 18, 2016 at 7:56 am | Permalink
Sorry to double reply, but I wanted to ask another question. You mentioned an “expanding database of custom ships,” and I wanted to ask if that meant if people could both make their own ships AND search an online database of ships for any custom fleet. Kinda made me wonder if that’s a thing you planned on adding.
Will plasma always be in straight lines in this mode? I would want some maps where the plasma is in puddles, or something like that. Makes it a little more realistic, and possibly more challenging for the player to complete(who knows, it might even be fun).
Virgil, the fate of our democra(c/z)ies rest in your capable hands. Save the world! ( we may grant extensions to the revolution timeline based on how many PF-based videos you will throw at us. 😉 )
If the fans can help you in any way, don’t hesitate to ask. We want you to succeed with this game and building games takes time. Refining them takes even more time.
Call Me..... LuciferMarch 28, 2016 at 6:17 pm | Permalink
This. SO MUCH this. If you need us, we are here.
Qwerty QuazoMarch 27, 2016 at 11:36 am | Permalink
Will anyone ever be able to put plasma in other places than a line in the middle with the simulacrum?
I believe it has to do with there you select as your starting position. It seems to work as a line of protection as you get started so you don’t get bombarded right away with particles. If you watch the video starting at about the 8 minute mark as Virgilw is selecting different player starting locations you see the blue line move around with the player. I believe this is the line of the plasma as the game begins.
Well, I don’t know if this is necessarily what you’re talking about, but remember that if you set your starting point in the upper right corner, etc., the plasma will adjust to go around your corner instead of just being in the middle.
hey virgil, i was wondering, in the future are you thinking of making the particle control able to vector the outputs or in other words, change the angle released? as an example, a whole emitter would release its particles not in a straight line but in a “spray”? this would be very useful in missions with a kind of opening that all the particles would go through and you want to completely seal this off.
also, will there ever be some kind of buildable unit that can attack from space? this unit would serve the purpose of systematically defending key points throughout(for example) a chain of islands. maybe to balance this out(so players don’t just build a million of these) you could lower the durability of them or decrease the range. thanks virgil.
but before i conclude this comment, you should check out something on a gaming platform called steam, this is a platform that allows the creator to somewhat advertise his/her product to the public more efficiently than doing it independently. and also the creators content can be recommended to people that have interest in the type of games this person specializes in. but that’s not the reason i am informing you of this platform, what i want to tell you about is the early access feature of this platform that allows for you to release it prior to its full version so that you can get the fan feedback that you need to get this game to a 1.0 AND it allows you to see any bugs the public is experiencing that you wouldn’t know about because of the different versions of operating systems or the play time that they put in (not saying you don’t play the games that you make but that because there are more than one person interested in the game and they don’t have things to do like develope games, they can play it more). all in all you can get more feedback on the game before it is released to improve it even more and so the fans are happy playing a game that (in their eyes)might as well be done(one of those people happy would be me so…). I thank you virgil for hearing me out and look forward to this awesome game in the future.
I like your idea of the “floating” phalanx cannons! (If that’s what you mean’t) It really would be a good defense! Also, i am 100% sure that V knows about steam. One of his games, Creeper world 3, is on steam. He also said he is not going to have an early access or beta for particle fleet.
I think that the enemy marauader is holding off too many particles with only one module.
Nice mission, though.
The Marauder seems to be a top-of-the-line ship, featuring 4 missiles, 4 cannons, 2 lasers and 1 “respulsor” beam. That´s an impressive arsenal so I don´t think it´s that insanely-overpowered. :=
By saying ”one module” I mean the repulsor. Around 25:00, check the velocity of particles before and after the ”repulsor” gets them. They are quite a few for only one of that module (I count the rest of firepower), don’t you think?
The cannons itself and the explosions from the missiles itself have a certain amount of physics-based pushback, as far as I can tell. I am pretty sure, this is just a very specific situation where the marauder simply excels. if the particles would come from different angles the result would likely have been different.
Wow – suddenly it looks more like a game than a proof of concept! 🙂
It really is a game. 🙂
Thanks for the new video.
Can’t wait to play the game!
Is there a possible release date? please say if there is, because I REALLY WANT THIS GAME!!!!!!!!!!!! if it is around April fools day then I don’t know if even if it is because it would be a welcome home thing, like welcome from the choir competition in Virginia, and hope you did good or something but please let us know.
I never talk about release dates…. not to be glib, I just don’t know. As soon as I say a date, I’ll miss it… or be done early. The best I can say is that you can see the progress of the game, you can look at CW3, and you can start to figure out what I have left to do. I have story missions to do, custom map management and viewer, and some PRPL work and polish. How long will that take… I dunno. Depends a lot on how winding and fancy I get with the story missions. I want to tell a neat story and show some neat missions, so it is hard to say.
ok thank you for letting me know and I love the games and the game seams that it will be amazing but thank you for telling me that
Please make the story longer then it was in CW3. It was much longer then CW 1 and 2 but it was still short.
In my experience following CW form the first one, it will take exactly long enough for you to go crazy thinking it’s coming out so soon, and then you will resign yourself to the fact that it isn’t coming out for a few months. Only then will you check for a blog update a week later and the game will be out. =)
will there be a play as the enemy feature, because I don’t understand how it would work then, or if it would be possible.
Given how long it took for some genius to figure out how to Play as Creeper in CW3, I’d wait a year or so after Particle Fleet is released if I were you.
Then again, it could be easier, seeing as we have experience from CW3. And if you think about it, the enemy isn’t that different. Sure, they have Dopples and Stunners, but the ship AI is already there, as are enemy energy mines.
So it’s called plasma instead of nebula, eh? Ok
And perhaps there should be an upgrade for missile accuracy? One that prevents it from doing that loop-de-loop ring around the rosey around the enemy it is going for.
Consider an anti-rock burn ability or something since mired land is still nice and all?
And how about indicators on the map for what will happen if you release a gem from an upgrade? For example: remove the gem from energy range, show a dark-tinted circle that shows what the range will be if this is done. And if this is done, show what, if anything like ships or omnis, will be outside of energy collectability range upon removal of the gem.
And if energy discharger is removed for example, make a discharger symbol next to each friendly energy source fade if hovering over the option, then disappear if done.
Symbols in this case show what each energy source can do just like in CW2 in which the Command Node had colored Xs for each packet type it dealt and how pulse cannons had color coded barrels to determine what it would target. Just a few visual aid and UI enhancements I had in mind that, despite how little they seem, should be among the critical elements to maintain as much satisfaction with Particle Fleet as you did with CW3.
Speaking of targeting priorities, it looks like the lathes could use some as well, maybe a UI panel to tell it what to hit, in what order, and what not to hit.
> Consider an anti-rock burn ability or something since mired land is still nice and all?
Ah, i disagree. Once you made the trade off “less energy for a way to direct my particles” you shouldn´t be able to go back.
Speaking of mire and bog though: Will it be possible to “overcharge” land by placing multiple layers of bog on it? That would be quite a defensive boost for enemy particles, because often they kind of just bog the land and then hang around more or less being useless until they finally time out. I´d like for even remote emitters be still kind of useful. Or when they reach their maximum amount of particles spawned, they could establish a link to the nearest emitter instead and boost their production rate. So many possibilities. :O
Another point that would be great, and I understand that any additional Featurecreep is the death of any release date, is if ship would be able to set to a kind of “overcharge” mode, were they consume double the amount of energy and selfinflict damage on their hull in return for a small boost to their rate of fire. Currently it feels still very linear, from the videos we were shown, where in the begining you are too energy starved and later basically can ignore any energy requirements.
I am really really really looking forward to your ideas on the “ecalation phase/function/triggers” that you mentioned in the last few videos. If you could elaborate them in the coming month or so I´d be thrilled!
Yeah, rock burning isn’t really a general purpose game play requirement. It tends to show up in slightly more specialized cases. For instance imagine there is an island shaped like a ring and a blue emitter is in the middle. There’s no way for the particles to escape unless you cut a canal somewhere for them… and where and when you cut that canal(s) can matter.
Rock burning can also be used to deny an overwhelming enemy force access to a portion of land. Make some early strategic cuts and you might literally burn a few bridges. Those cuts could save land from being mired by the enemy and in turn make it possible for you to harvest energy from it.
The ship overcharge mode is kinda similar to the effect of adding an amp gem to a ship. It fires faster but also consume energy faster.
And the escalation stuff… that can come in various forms from some built in stuff to some PRPL initiated things. Once the story missions start to show up some more crazy mission scenarios will start to become more evident.
Hey Virgil, I have a question not specific to this video. How often do you go back and play your games after you develop them. Do you still enjoy playing them, or when you finish a game do you go on to play games by other people?
Honestly I don’t play a lot of other games. When I do play I play outside of the genre I develop in. So I might play some Just Case 3, or some other shooter for a hour or so here and there. I do play my own games (a lot heading into release and after release) just because I think that is good for the quality of the games. But in time I move on to the next game and then spend months/years where most of my time is spent developing it. I will also evaluate other games that seem interesting (but not really play them deeply). If I could find a cure for sleep I’d play more games, though 🙂
You caught “the sleep”? I am so sorry for you. I wish you a speedy recovery.
Looks cool!
Hey,
still hoping any escalation mode will be adjustable. So lazy guys like me can play the game at their own pace.
Thats something i did very love on CW 1 & CW 3. It’s up to you if you want to hesitate, or if you want to turtle.
Virgil,
I love all the creeper games (enough so that I lost my key and bought a new one for one of them >.<). I have two main comments:
First, the main weakness of the creeper games is that after establish energy it's just cleaning up the map. Through the creeper series it thematically made since as the creeper was typically less than intelligent, until the Loki and the cool stuff you did. You've referenced the escalation and triggers without much detail. Will/can you allow the enemy to ramp up intelligence? For example: double production of dopples, seeking particles, smarter/homing emergent, enemy able to assess combat effectiveness of a vessel and choose to focus it? Honestly, if the enemy only said "there's the HQ, get'm boys" it would add to the game. Thoughts?
So, I may be the only one that will say this, but take your time. I want a great story. I want a reason to send my blue particles into the expanse of space and obliterate those dirty red specks.
Thanks for great games.
Question:
Do the energy mines increase their production over time? I saw at 30:00 some with 2,4 and 8. Does that have to do with the simulacrum E. S. Rate?
Question for the world’s #1 indie developer: Is the development cycle for this game about-ish in the same place as CW3 was at this point in time (meaning the video release of the simulacrum/dial map device)? Cause if so, then could the game be facing (in a very UNOFFICIAL, GUESSTIMATION WAY) a somewhat similar release date (around 6 or so months afterwards, maybe plus around 3 cause of game complexity)? I know you’ve said as many times as the years Skars slept that you won’t give a release date, but I’m just interested in the game progress.
Another question: I remember a while back you introduced the idea of module customization, is that feature still in the game? I have a feeling that it works with the custom fleet option, but I just wanted confirmation. If so, could you pretty please somehow work the feature into your next dev video? Thank you man!
Working off of my previous question, are you planning on expanding ship customization to the point of potentially allowing map makers to build custom hulls? It seems like something that’d be really really cool to see, especially for custom map makers. Obviously there’d most likely have to be progress and practicality restraints to make that not break everything, but it seems like a cool possible mechanic 😛
The release schedules are difficult to compare. With CW3 I had to mature CRPL and the story missions together. I have to do that with PF as well, but maturing PRPL isn’t as much work since I have experience with the CRPL implementation in CW3. The biggest remaining time obstacles are the actual story missions. They aren’t all I have to do, but they at 80% of the remaining time (give or take).
As for ship customization… yes, there is a ship editor. If you look at the main menu shown in the video you’ll see a button for that. Clicking it will bring up a ship editor that lets you design a hull and place modules on it. Those ships can then be used in your own custom missions, or you can choose to play any mission with ships of your choosing. The “stock” ships I’ve shown in videos are the ships that will be revealed over the story missions and are the standard set the game will ship with. But custom missions will likely be filled with all sorts of odd ships and I have no doubt people will create and ever expanding database of ships for players to enjoy.
Ship customization won’t be a part of the main campaign? 🙁
It would’ve given players a lot of freedom on how to deal with a level.
You can actually play _any_ mission with the ships it was designed with, ships of your choosing that fall within the maximum total ship displacement, or ships of your choosing with no limits. Each mission (story or otherwise) has these three modes you can launch it in.
But could also make main campaign levels rather easy if you could just built a ship that has the best features. Wouldn’t give the enemy really a fighting chance at all
That’s correct… you can make a mission much easier (sometimes) if you play in unlimited mode and give yourself lots of ships. Note that the score table is separate for each mode of play.
If this will work for story mode, too. I’m absolutley happy. Thank you virgilw. I hope there will be plenty more games of you in the future. I like the style of your games very much. ~300 hours playtime for Creeper World 3 at the Moment 😀
Progress FTW! I’m seriously excited for this game, thanks for answering my questions! Your explanation about PRPL vs CRPL makes a lot of sense, glad to hear that you’ve made so much progress! Just don’t spare it on the story, we are more than willing to wait for perfection 😀
Sorry to double reply, but I wanted to ask another question. You mentioned an “expanding database of custom ships,” and I wanted to ask if that meant if people could both make their own ships AND search an online database of ships for any custom fleet. Kinda made me wonder if that’s a thing you planned on adding.
The missiles no longer orbit nothing anymore! It was bugging me, but now the missiles switch targets if its target is dead… more firepower 🙂
Will plasma always be in straight lines in this mode? I would want some maps where the plasma is in puddles, or something like that. Makes it a little more realistic, and possibly more challenging for the player to complete(who knows, it might even be fun).
What year will this be released?
2016, or the people shall revolt!
Virgil, the fate of our democra(c/z)ies rest in your capable hands. Save the world! ( we may grant extensions to the revolution timeline based on how many PF-based videos you will throw at us. 😉 )
It’s really starting to flesh out. Good 🙂
If the fans can help you in any way, don’t hesitate to ask. We want you to succeed with this game and building games takes time. Refining them takes even more time.
This. SO MUCH this. If you need us, we are here.
Will anyone ever be able to put plasma in other places than a line in the middle with the simulacrum?
I believe it has to do with there you select as your starting position. It seems to work as a line of protection as you get started so you don’t get bombarded right away with particles. If you watch the video starting at about the 8 minute mark as Virgilw is selecting different player starting locations you see the blue line move around with the player. I believe this is the line of the plasma as the game begins.
Well, I don’t know if this is necessarily what you’re talking about, but remember that if you set your starting point in the upper right corner, etc., the plasma will adjust to go around your corner instead of just being in the middle.
No, I mean plasma in (ex.) a circle around the middle or something like that, not lines necessarily.
Not in simulacrum from the looks of it. But custom maps and the campaign will more then likely have it like it was in other videos.
hey virgil, i was wondering, in the future are you thinking of making the particle control able to vector the outputs or in other words, change the angle released? as an example, a whole emitter would release its particles not in a straight line but in a “spray”? this would be very useful in missions with a kind of opening that all the particles would go through and you want to completely seal this off.
also, will there ever be some kind of buildable unit that can attack from space? this unit would serve the purpose of systematically defending key points throughout(for example) a chain of islands. maybe to balance this out(so players don’t just build a million of these) you could lower the durability of them or decrease the range. thanks virgil.
but before i conclude this comment, you should check out something on a gaming platform called steam, this is a platform that allows the creator to somewhat advertise his/her product to the public more efficiently than doing it independently. and also the creators content can be recommended to people that have interest in the type of games this person specializes in. but that’s not the reason i am informing you of this platform, what i want to tell you about is the early access feature of this platform that allows for you to release it prior to its full version so that you can get the fan feedback that you need to get this game to a 1.0 AND it allows you to see any bugs the public is experiencing that you wouldn’t know about because of the different versions of operating systems or the play time that they put in (not saying you don’t play the games that you make but that because there are more than one person interested in the game and they don’t have things to do like develope games, they can play it more). all in all you can get more feedback on the game before it is released to improve it even more and so the fans are happy playing a game that (in their eyes)might as well be done(one of those people happy would be me so…). I thank you virgil for hearing me out and look forward to this awesome game in the future.
I like your idea of the “floating” phalanx cannons! (If that’s what you mean’t) It really would be a good defense! Also, i am 100% sure that V knows about steam. One of his games, Creeper world 3, is on steam. He also said he is not going to have an early access or beta for particle fleet.
omg- imagine machine learning was used on the enemy.