It’s been a “while” since the last video, so at last a new update. I’ve been toiling away on all of the support infrastructure necessary to make a complete game… So prepare for a wonderful stroll down UI alley in this video.
Great work! Can’t wait to start playing. Is there some kind of lottery to be in the beta/alpha pool? I have never won anything before but I would jump up and down screaming like a kid on Christmas if I got in.
I check for these videos daily 🙂
That’s a really creative way of displaying the main menu, congrats.
Might I just say that the ship editor looks a bit odd with a solid colour background.
Excellent stuff here. Getting very pretty as it keeps improving. I wanted to suggest a couple things. Now for all I know, you may already have these in the works, but in case you don’t….
This time around, posted Simulacrum missions wind up in the same place as the player-made missions of the old Colonial Space system. Can you put up a dedicated filter that will allow you to show only one of the two game types? As well as writing somewhere on the mission info which it came from (if the game even keeps track of that?). As a rule of thumb, I (and likely a great many other players) am more interested by far in player-made maps, especially those that contain purple things. I mean, uh….PRPL things.
In the interest of other ways to sort things, could there be a category system to the achievements? If they’re anything like the CW3 lineup there will be many related to categories like building 1 or X of a ship, killing off doppels and such. It would be a big help to be able to get a quick view of all the challenges (and progress therein) of whatever type we’re working on.
And while I’m less certain this would be useful, perhaps also a search feature for it. But probably just fine with category-wide searches.
There will be a way to view only sim, not sim, and both. Additionally, the background color of the panels differ for sim missions vs hand crafted missions.
SuperTerminatorJune 3, 2016 at 8:51 am | Permalink
That was flipping amazing! GOSH I WANT THIS GAME SO BADLY. Take your time though please :(.
As for serious matters now, I’ve got a little bit of feedback for the prologue. It was absolutely awesome, but I felt a little underwhelmed by the “loki.” Their awesome nexus-like formation was really cool and portrayed immense power, but when the core fully generated and broke out it looked like an average dopple that could be easily destroyed by a single MK7. If you made the particle net around it swarm WITH the core, it would feel a lot more powerful and provide more awesomeness factor to the game.
Also, is there going to be a way for us to modify how our command ships look in the normal story missions? Seeing what you did with CEO Hale’s ship really makes me wanna customize that without losing my ability to submit my score.
And side note, it’s kinda interesting that this is taking place during the ticon era. So much predicted military might, so much hidden information :). Hopefully more information about the other way to reveal the arc?
Interesting idea about making the particles swarm around the particle nexus thing…
As for customizing the HQ… I don’t have that as of yet, but you can make any of the other ships anyway you like. I do have the ability to make a custom HQ, there’s just not a way to specify it at mission start. But that may get added over time….
SuperTerminatorJune 4, 2016 at 2:16 pm | Permalink
Looking really polished. Can’t wait to be able to throw my money at you and get to play this!
The carousel interface is spiffy looking, but I’m concerned about its efficiency for browsing maps in the Exchange. I know I will be frustrated to only be able to see 2-4 maps at a time and having to scroll around to find one that looks interesting. I hope you consider making better use of all that screen real estate so we can view a larger number of maps at once. Instead of individually scrolling each single map, maybe several at a time in kind of a page view. If not, then maybe we can at least have an option to switch to a more traditional grid view for the exchange maps.
Thanks for another video, it’s been too long! We miss hearing your voice virgilw!
I was thinking about that the same way. There will bei hundreds of maps, and the option to filter is great. But when I think about PAC maps for CW3, I use the filter and still get 50+ maps.
A better overview for more maps at a time would be great.
Maybe a solution could be, have three maps stacked in the front, so you may see 9 maps and scrole all three at a time. ?!?!
Like this: … x X x … (x’s means map display.)
… x X x …
… x X x …
The idea with different borders/backgrounds for sim-maps is great!
so what are the particles and how are they related to the creeper? or will we find that out during the game?
nice to see what happened to one of the CW2 characters but what about dax (or is that what the game is about, it did say something like he was never seen again)
SuperTerminatorJune 4, 2016 at 2:19 pm | Permalink
Considering that Dax went off with Aliana according to CW3, we might find out more about them in this game or maybe in a sequel. This game at a glance seems to more follow Varro’s history/legacy.
No and yes/no….
It isn’t Varro from CW2… the time frame of this story doesn’t really allow that. Being named the same doesn’t have anything to do with respect or honor, though.
Cool interface, but my concern is when it will be used for custom maps. Eventually you will have 100s (if not 1000s) in your library. I can promise you there is no way I’d want to navigate my entire collection with that interface. It’s great for a few dozen at most, but very cumbersome for larger quantities. Perhaps a way to make folders so you can sort where your maps are located?
I realize you can search for specific maps, but sometimes I just want to browse what I have. I really do think it’s a beautiful design, but the practical side of me is getting knots in its stomach. 😉
Allready any ideas how much this awesome game will cost? I’m not sure if this was asked before. But would be important for me, so i can start to save money. Thank you 🙂
SuperTerminatorJune 5, 2016 at 10:34 am | Permalink
I’d guess that based on the increasing prices of the other games and the cost of CW3 that particle fleet will cost between 15 and 20 dollars, though I’m more inclined to think 20 since this game will have a lot more polish and content than previous games.
CW3 is a good reference point for price…
But honestly, I don’t know for sure yet. CW1 and CW2 will be coming to steam at the same time, there’s also a modest launch discount for PF. There are bundle’s to think about, a share holder’s pack, charm pricing (for all combinations), and more world currencies than nearly anyone would believe. It is much more complex that you’d think (interestingly, everything is… so I guess that goes without saying).
Do you have an estimated cost for when the game comes out, please let me know I would like to be able to save up money and make sure that I have the money for it so I can buy it asap. Please let me know.
FYI I will check this and try to re-post this comment on the latest update or video for the game.
If you include more or less (no, scratch less) the same number of category filters that Colinial Space has and if you keep the rotation effect while enabling more than one map to be visible, like say 2-3, this new system should be well above average in the end.
Take Bloons TD5 Steam version for instance. It doesn’t rotate and fade, but it still let’s you see one map clearly at a time with faded views of maps beside them. What makes it so workable is how organized it is. As long as organization is intact, it should turn out ok no matter what you do.
I’m keeping the carousel but packing it more tightly so as many maps can show as reasonable. That said, I’m also adding a toggle to the old CW3 style grid view with pages. So you can choose your preferred view based on what you like, your screen resolution, etc.
Are you still planning on doing a Beta? I noticed in the Exchange that some of the maps were made by other players (J, Planetfall, Mr. Test), but you seem to give off the vibe that it’s almost ready to ship, save the story missions. Is there really a purpose of Beta if you’r done with game mechanics? Why not just a general release?
Also, Linux support?
There has been an alpha, with a very small number of testers. I will likely do a late beta with a slightly expanded group of testers. That beta won’t really last very long, though. Its purpose isn’t to change game mechanics or anything like that, but just to catch problems on various platforms, use cases, etc. The better job I do fixing small issues the less problems I’ll have on launch day, and the happier more customers will be.
Yep, Windows, OSX, and Linux will all be there on launch day.
This is starting to look really well-polished. And the prelude was awesome as well (though I must say, another Nexus?). Anyway, I am getting very excited for this game. Time to replay CW3 again to pass the time.
Great work! Can’t wait to start playing. Is there some kind of lottery to be in the beta/alpha pool? I have never won anything before but I would jump up and down screaming like a kid on Christmas if I got in.
I check for these videos daily 🙂
Looking good V! Keep up the good work.
The game continues to look better with every update! Keep up the good work Virgil, I can’t wait to play!
YAAAAAAY!~ A new video! Cannot wait for the game, each video gets me more hyped than the last one.
Old school ui like Creeper world 1 in the format and placement of creeper world 3. I hope release is around the corner, cuz I’m getting giddy!
Wow , it looks amazing!
I noticed that the enemy particles bounce off the edges, unlike friendly ones.
I have said that in an earlier video, right?
That’s a setting per mission. Either particle type can be set to bounce or be destroyed at the edge of the map.
That’s a really creative way of displaying the main menu, congrats.
Might I just say that the ship editor looks a bit odd with a solid colour background.
I will probably fancy it up a tad before release.
im looking forward to play that map u showed 😀
Damn, it’s looking real good, Virgilw.
Lookin good.
Looking great! Keep the good work!
Damn, that was a depressing prelude. I’m looking forward to this game, it’ll probably be the best real time strategy game this year.
Can’t wait to avenge CEO Varro and his crew.
Excellent stuff here. Getting very pretty as it keeps improving. I wanted to suggest a couple things. Now for all I know, you may already have these in the works, but in case you don’t….
This time around, posted Simulacrum missions wind up in the same place as the player-made missions of the old Colonial Space system. Can you put up a dedicated filter that will allow you to show only one of the two game types? As well as writing somewhere on the mission info which it came from (if the game even keeps track of that?). As a rule of thumb, I (and likely a great many other players) am more interested by far in player-made maps, especially those that contain purple things. I mean, uh….PRPL things.
In the interest of other ways to sort things, could there be a category system to the achievements? If they’re anything like the CW3 lineup there will be many related to categories like building 1 or X of a ship, killing off doppels and such. It would be a big help to be able to get a quick view of all the challenges (and progress therein) of whatever type we’re working on.
And while I’m less certain this would be useful, perhaps also a search feature for it. But probably just fine with category-wide searches.
There will be a way to view only sim, not sim, and both. Additionally, the background color of the panels differ for sim missions vs hand crafted missions.
You like the Boonies, don’t you?
That was flipping amazing! GOSH I WANT THIS GAME SO BADLY. Take your time though please :(.
As for serious matters now, I’ve got a little bit of feedback for the prologue. It was absolutely awesome, but I felt a little underwhelmed by the “loki.” Their awesome nexus-like formation was really cool and portrayed immense power, but when the core fully generated and broke out it looked like an average dopple that could be easily destroyed by a single MK7. If you made the particle net around it swarm WITH the core, it would feel a lot more powerful and provide more awesomeness factor to the game.
Also, is there going to be a way for us to modify how our command ships look in the normal story missions? Seeing what you did with CEO Hale’s ship really makes me wanna customize that without losing my ability to submit my score.
And side note, it’s kinda interesting that this is taking place during the ticon era. So much predicted military might, so much hidden information :). Hopefully more information about the other way to reveal the arc?
Interesting idea about making the particles swarm around the particle nexus thing…
As for customizing the HQ… I don’t have that as of yet, but you can make any of the other ships anyway you like. I do have the ability to make a custom HQ, there’s just not a way to specify it at mission start. But that may get added over time….
What have I done XDDD
Thanks for responding! Keep up the awesome work!
Looking great! Can’t wait until it’s available to play.
QUAND EST-CE QU’ON PEUX JOUER??????? :(:(:(:(:(:(:(:(:(:(:(:(:(:(:(:(
Looking really polished. Can’t wait to be able to throw my money at you and get to play this!
The carousel interface is spiffy looking, but I’m concerned about its efficiency for browsing maps in the Exchange. I know I will be frustrated to only be able to see 2-4 maps at a time and having to scroll around to find one that looks interesting. I hope you consider making better use of all that screen real estate so we can view a larger number of maps at once. Instead of individually scrolling each single map, maybe several at a time in kind of a page view. If not, then maybe we can at least have an option to switch to a more traditional grid view for the exchange maps.
Thanks for another video, it’s been too long! We miss hearing your voice virgilw!
I was thinking about that the same way. There will bei hundreds of maps, and the option to filter is great. But when I think about PAC maps for CW3, I use the filter and still get 50+ maps.
A better overview for more maps at a time would be great.
Maybe a solution could be, have three maps stacked in the front, so you may see 9 maps and scrole all three at a time. ?!?!
Like this: … x X x … (x’s means map display.)
… x X x …
… x X x …
The idea with different borders/backgrounds for sim-maps is great!
I’m so hyped!!! ;D
That option for a grid view…. done.
OMG <3 virgilw. Fan 4 life! Now hurry up and TAKE MY MONEY!
=D
so what are the particles and how are they related to the creeper? or will we find that out during the game?
nice to see what happened to one of the CW2 characters but what about dax (or is that what the game is about, it did say something like he was never seen again)
Considering that Dax went off with Aliana according to CW3, we might find out more about them in this game or maybe in a sequel. This game at a glance seems to more follow Varro’s history/legacy.
This story takes place way, way, way after the events of CW2, and way way way before most of the events of CW3.
Wow, that Prelude looked really professional. Probably the best I’ve seen from you yet. Keep it up, Virgil! 😀
Great work, it looks so fancy now 😀
Can’t wait until its out and i can try that vertical level. 🙂
TAKE MY MONEY!! Gimmeeeeee!
Hmm…
Same Varro Hale from CW2, or a different person with the same name out of respect and honor?
No and yes/no….
It isn’t Varro from CW2… the time frame of this story doesn’t really allow that. Being named the same doesn’t have anything to do with respect or honor, though.
The HQ ship in the Prelude kind of looks similar to the Liberation Ship in Creeper World 2! Coincidence? *X-files music starts playing*
Cool interface, but my concern is when it will be used for custom maps. Eventually you will have 100s (if not 1000s) in your library. I can promise you there is no way I’d want to navigate my entire collection with that interface. It’s great for a few dozen at most, but very cumbersome for larger quantities. Perhaps a way to make folders so you can sort where your maps are located?
I realize you can search for specific maps, but sometimes I just want to browse what I have. I really do think it’s a beautiful design, but the practical side of me is getting knots in its stomach. 😉
Don’t worry… I’ve made it tighter and even added in a toggle to switch to a CW3 style grid view. Your stomach can rest easy 🙂
Hey there =)
Allready any ideas how much this awesome game will cost? I’m not sure if this was asked before. But would be important for me, so i can start to save money. Thank you 🙂
I’d guess that based on the increasing prices of the other games and the cost of CW3 that particle fleet will cost between 15 and 20 dollars, though I’m more inclined to think 20 since this game will have a lot more polish and content than previous games.
CW3 is a good reference point for price…
But honestly, I don’t know for sure yet. CW1 and CW2 will be coming to steam at the same time, there’s also a modest launch discount for PF. There are bundle’s to think about, a share holder’s pack, charm pricing (for all combinations), and more world currencies than nearly anyone would believe. It is much more complex that you’d think (interestingly, everything is… so I guess that goes without saying).
Do you have an estimated cost for when the game comes out, please let me know I would like to be able to save up money and make sure that I have the money for it so I can buy it asap. Please let me know.
FYI I will check this and try to re-post this comment on the latest update or video for the game.
See the reply I made on the previous post
If you include more or less (no, scratch less) the same number of category filters that Colinial Space has and if you keep the rotation effect while enabling more than one map to be visible, like say 2-3, this new system should be well above average in the end.
Take Bloons TD5 Steam version for instance. It doesn’t rotate and fade, but it still let’s you see one map clearly at a time with faded views of maps beside them. What makes it so workable is how organized it is. As long as organization is intact, it should turn out ok no matter what you do.
I’m keeping the carousel but packing it more tightly so as many maps can show as reasonable. That said, I’m also adding a toggle to the old CW3 style grid view with pages. So you can choose your preferred view based on what you like, your screen resolution, etc.
Are you still planning on doing a Beta? I noticed in the Exchange that some of the maps were made by other players (J, Planetfall, Mr. Test), but you seem to give off the vibe that it’s almost ready to ship, save the story missions. Is there really a purpose of Beta if you’r done with game mechanics? Why not just a general release?
Also, Linux support?
There has been an alpha, with a very small number of testers. I will likely do a late beta with a slightly expanded group of testers. That beta won’t really last very long, though. Its purpose isn’t to change game mechanics or anything like that, but just to catch problems on various platforms, use cases, etc. The better job I do fixing small issues the less problems I’ll have on launch day, and the happier more customers will be.
Yep, Windows, OSX, and Linux will all be there on launch day.
“Redacted Space”
I’m not sure I’m okay with that.
Well in that case, _____ should _____ with _____ but only ______ at the _____. ____ _____ _____ time.
______ _______
I really think ____ should _____ after _____ _____ take ______ and _____ the _____ .
This is starting to look really well-polished. And the prelude was awesome as well (though I must say, another Nexus?). Anyway, I am getting very excited for this game. Time to replay CW3 again to pass the time.
Wait…
Was that player stunners I saw on the achievements?!? (9:50)
Do they target enemy ships as well as the emitters (eg. stop their production)?
What is the shield and the fighter base in the ship editor? (5:35)
You really should add huge maps n stuff(tm)