88 Responses

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  1. Ninjadude501
    Ninjadude501 August 22, 2016 at 11:47 am |

    “the time draws near.”
    That phrase just made me REALLY glad I didn’t spend $110 on a graphics card. Because then I’d be broke and couldn’t get this.

    1. Benneb10
      Benneb10 August 24, 2016 at 4:48 pm |

      lol if i would have bought a graphics card i would owe my parents money

  2. KicksBrickster
    KicksBrickster August 22, 2016 at 12:27 pm |

    This looks really cool. Getting hyped for release.

  3. Kharnellius
    Kharnellius August 22, 2016 at 12:29 pm |

    For the grabber, I think you should be able to hold “M” and just use the mouse to point what direction you want it to fire (instead of the mouse wheel). Basically, have a line drawn from the grabber to your cursor. When you let go of “M” it sets that as the new direction of fire. Seems way more intuitive especially since I know I have played games that have done that in the past.

    Would help keep the learning curve down.

    1. vegeta897
      vegeta897 August 22, 2016 at 1:37 pm |

      Great idea!

    2. McRib
      McRib August 22, 2016 at 1:41 pm |

      I would guess use the mouse. So double click on the ship and than point the mouse to the direcltion you want to fire click on it with right mouse button the ship will fire in that direction. Left click will aborde the command.

      1. Kharnellius
        Kharnellius August 29, 2016 at 1:51 pm |

        That wouldn’t work as left click is currently what moves a ship and right click is how you deselect a ship. Set a key that must be held and then click while holding to orient the ship (any ship if you want to change what direction they are facing) in the direction of your mouse cursor. Ideally there would be a laser sight so you could easily tell what direction you are pointing towards.

    3. jaworeq
      jaworeq August 22, 2016 at 2:10 pm |

      I thought I already saw this function in one of the previous videos. Tomorrow at work I’ll go through vids released so far and try to point you guys to it.

      1. jaworeq
        jaworeq August 23, 2016 at 3:14 am |

        Oh, what I actually saw was targeting from controllable emitter – it allows you to point directly where you want, but not grabber ship ):

  4. SuperTerminator
    SuperTerminator August 22, 2016 at 12:58 pm |

    Awesome work as always virgil! The game’s been on my wishlist since you put it on steam. You make me wish i was a popular youtuber so i could get a press copy :/

    Two things: I noticed the different colored mire in that center section on land, is that just due to the color of the land underneath? If it is, you might want to tone down the effect because its a bit out of place.

    Second, for aiming ships, are you only allowed to use the mouse wheel, or have you bound it to something else, such as holding down a button to aim towards mouse location?

  5. Ryan
    Ryan August 22, 2016 at 1:22 pm |

    Looking great. Eagerly awaiting the release. One thing that I had seen on a screen shot through imgur is what looks like an aircraft carrier. This is really interesting to me and I was wondering if you had any information about them?

    Thanks Virgil!

  6. Rer24
    Rer24 August 22, 2016 at 1:23 pm |

    SplattercatGaming is a youtube channel that does weekly indie newcomer. You should let him try it out! I was honestly surprised at the low number of ships in this mission. Also, why is some mire a deep green while other is bright blue? I’m guessing it has to do with elevation, but it seems too much of a contrast to me.

  7. McRib
    McRib August 22, 2016 at 1:29 pm |

    I agree with Kharnellius as i see the grabber you need to tweak it. Because the fine adjusted should be “easier”. Most player wont get that if you dont show them that direcly.

  8. Flo
    Flo August 22, 2016 at 1:39 pm |

    Oh god, the teasing, I can’t take it anymore! T_T

  9. Bjartr
    Bjartr August 22, 2016 at 2:26 pm |

    Virgil,

    The game is looking great, I can’t wait to play!

    I’ve got a question for you though: Have you ever looked into / experimented with / considered applying marching squares and/or other smoothing algos to the terrain/mire so it doesn’t look as low resolution as the underlying grid?

  10. Caleb
    Caleb August 22, 2016 at 4:46 pm |

    What if, when you hover over an icon on the left, the ship is highlighted so you can easily pick out depleted or damaged ships. This could also work in reverse to check ship energy levels.

  11. Lucian
    Lucian August 22, 2016 at 5:16 pm |

    Where do the low “fastest times” come from?

    You played mission 6, which had a 3-minute fastest time, but it took you 15+ minutes to play through it all. I could see how you might have done it twice as fast, but five times as fast???

    It was like that with Colonial Space in Creeper World. I’d play missions with what I thought was a good time maybe 10-20 minutes, but other people would complete them in record times of 30 seconds or something ludicrous like that. Were they playing the same game as me, or had they tweaked something?

    1. cooltv27
      cooltv27 August 22, 2016 at 10:07 pm |

      some people in the creeper world community are very good at rushing objectives and getting things done in times that seem insane, the biggest factor to that is being able to know what you need to focus on now, and what can be put off for later (possibly until after the mission is done)

      I also would guess that those amazing times are not first attempts and could possibly the the 10th or 15th attempt

  12. bluebolt
    bluebolt August 22, 2016 at 6:09 pm |

    Wormholes 😀 While observing them, i noticed that the particles teleported before their structure did… it kind of breaks the feel every time i see that. Will there be gravity affected maps? Like planets/moons with multiple sources on a map?

  13. Kinam
    Kinam August 22, 2016 at 9:24 pm |

    Can…not…wait! … But I have to I suppose. Wish I were more popular as far as even thinking I would be eligible to get a “press pass”. To those that get that early access version, good on you, get that word out there!

  14. James
    James August 22, 2016 at 10:16 pm |

    Looking good V. Can’t wait to play this soon. Well I’m not too active speaking on here or the forums, but I do read. I’m just a lurker.

    With that said I remember you did say you made more money if we buy direct, but in that video you stated how steam works with people buying equals more momentum. With that said how would you prefer we get the game. I’ll get it direct or through steam, but if I buy direct I take it that I won’t be apart of that steam buildup. So which would you personally prefer? To me it doesn’t matter, so whatever you think would help you out more I’d be more than happy going that route.

  15. Chris Flowers
    Chris Flowers August 23, 2016 at 2:01 am |

    Since you are starting to consider monetization, is there any chance you’ll add DLC in the future? Your story missions have historically been really engaging and fun and I’d be happy to pay a few dollars for a pack of story missions.

  16. Kurt Werle
    Kurt Werle August 23, 2016 at 11:25 am |

    You need a marketer 🙂

    FOLKS! The steam link for the game is
    http://store.steampowered.com/app/422900/

    Click the wishlist button!

  17. lgmk
    lgmk August 23, 2016 at 7:58 pm |

    Hey Virgil just a suggestion for the demo. Using the first 5-6 missions on the demo is great to get people to know how to play the game and see how it runs on their computers, but I really don´t believe that the first 6 missions of Creeper World 3, for example, are representative of the game I played 200+ hours. I think it would be a good idea to include one simulacrum mission that is more open ended, a bigger map with maybe some technologies and ships that you don´t unlock until much later in the campaign. This way you can show the potential buyer, “ok these are the basics, but look at how crazy things can get later on!”. You don´t need to have everything unlocked, but it can give a taste of what people will get, and probably spend ridiculous amounts of time, after they finish the campaign.

    1. Adam
      Adam August 24, 2016 at 8:53 am |

      IIRC the CW1 demo ended with all technologies unlocked… But there were much fewer in that game.

    2. Benneb10
      Benneb10 August 24, 2016 at 4:54 pm |

      for the demo it should be maybe the first mission and then put a few missions but not the first 5-6 missions in the game because people would master the game and then they would do it in like 3 minutes like Virgil did for mission 6 that i had seen, so it should be like that

    3. Lamatiel
      Lamatiel August 26, 2016 at 3:46 pm |

      True.
      I spent hundreds of hours on CW2 and was quite curious about CW3 on release, but the demo left me rather unimpressed back then (I think it ended with sprayers, so nothing really new compared to CW2). Took me a year or so until I actually bought it, another one to actually start playing. Only then did I discover the wonders of Colonial Space.

      A PF demo consisting of just the first few levels would totally omit the single most important feature of your game(s):

      Total customization via scripts

      After all, the end of the campaign is just the beginning…

    4. Call Me Lucifer
      Call Me Lucifer August 29, 2016 at 2:51 am |

      Personally, for the demo I’d completely forgo any story missions, and just run up a few DMD maps. That way you can showcase the game without giving away the beginning of the story, and control access to the techs available to the player.

  18. Tojot
    Tojot August 24, 2016 at 1:39 pm |

    Did you say rerelase 1&2 on Steam? Can I migrare my copies there?

  19. Benneb10
    Benneb10 August 24, 2016 at 4:52 pm |

    I would like to be part of the beta if possible

  20. 4xC
    4xC August 24, 2016 at 5:23 pm |

    If you keep up with these small changes and constantly smoothing tidbits here and there, you may keep rivaling with GameInABottle for best/most fine tuning in a single game.

    (CW3 and PF in your case, in his case: Gemcraft: Chasing Shadows)

  21. Perry Meeks
    Perry Meeks August 25, 2016 at 1:50 pm |

    Hey Virgil! I’d Like to get in contact with you and have emailed you but got a strange response. I’d like to talk to you about coding in swift 3 on xcode for an app that I’ve been thinking about. If you could get back in contact with me I would appreciate it. I will continue to search for a current email address of yours.

  22. Perry Meeks
    Perry Meeks August 25, 2016 at 1:51 pm |

    Also I LOVE creeper world series and excited about particle fleet!!!! you do such great work.

  23. robot09
    robot09 August 26, 2016 at 9:15 am |

    Virgil, do you plan on releasing a small version of the game on Kongregate like you have for CW 1. 2 & 3?

  24. Vanguard
    Vanguard August 30, 2016 at 6:23 am |

    I´m curious about what happens when an entire Piece of land has been bogged/mired. Wasn´t it the case, in the past, that when land was fully converted by particles from one side, that consecutive particles were allowed to pass over land?

    What happened to that mechanic? Is it Mission Settings dependant whether it does that or not?

  25. legato
    legato August 31, 2016 at 10:57 am |

    I’ve been following you since CW1 (mostly as Legato, sometimes as NRJP.) If you need someone to beta (particularly on a mac) I’d be happy to. I’m also an English instructor, so if you need any help with copy, I’d be happy to look that over (whether it’s just copy, or in the beta.) You do such great games. I’m really excited for the release!

  26. Blue Dwarf
    Blue Dwarf August 31, 2016 at 6:21 pm |

    1 month to go.

    I can make it that long. I hope.

  27. belgianfan
    belgianfan September 1, 2016 at 9:00 am |

    Once these press keys are gone out, will there be a sort of list of people who have these keys so i can search their youtube channels etc to see what videos and other things they make/do with it?

    1. James
      James September 1, 2016 at 1:40 pm |

      Good question. Waiting for this answer myself.

  28. Jaycephus
    Jaycephus September 1, 2016 at 9:17 pm |

    Virgil, you mentioned DLC for PF and now a possibility for CW3 (add Abraxis). I’ve been wanting to make a suggestion for DLC that I would pay full game price for, and that is a campaign that uses the advanced Creeper AI concepts that people have come up with.

    The one fault of default CW3 is that often surviving initial contact with the creeper is all the challenge there is, and the rest is just clean-up. The Creeper AI units that build units and expand keep the late-game alive and dangerous. It was great to survive the initial contact and get everything going, only to have the creeper begin advancing and producing units similar to mine that were used offensively and advanced on my position. I’d pay money for an add-on campaign that featured these kinds of maps.

    1. bluebolt
      bluebolt September 2, 2016 at 8:32 pm |

      I think PF is going to have something like this, with all the doppels and such floating around. I’m sure map creators will deliver new, more dangerous units as well.

    2. Jaycephus
      Jaycephus September 3, 2016 at 10:31 pm |

      P.S. I mean specifically for CW3, but a DLC of a second campaign in PF1 with newly-crafted baddies would be good, too.

      1. Ilya
        Ilya September 5, 2016 at 12:59 am |

        Search for “Sleeper” maps in Colonial Space. They provide something very similar to what you describe – Creeper side, in addition to regular creeper, has a command center that builds cannons and mortars units which, then, move to attack your base.

        1. Jaycephus
          Jaycephus September 5, 2016 at 8:20 pm |

          Right, that’s what I’m referring to when I mentioned Creeper AI concepts that people have come up with. The Sleeper maps are awesome and hard, but not in a “just start out correctly, just in this precise manner, to survive the first contact with creeper, and then you’re home free” kind of way.

  29. Ben Fordrin
    Ben Fordrin September 2, 2016 at 8:51 pm |

    Hey Virgil,

    still offer you my help by translating the game in to german. I know you didn’t answered to my last offer, so ye, maybe you’re not interested in this. Or you just didn’t recognized it. So just post it again, just in case. Simply answer to this if you’re interested in.

    regards

  30. DaMetaEX
    DaMetaEX September 6, 2016 at 12:45 pm |

    September 29th cant come fast enough. I WANT TO PLAY!

  31. Rer24
    Rer24 September 6, 2016 at 3:09 pm |

    Checks online, “Ooh, two new responses!” Sees other people complaining about the long wait.

  32. Rer24
    Rer24 September 8, 2016 at 6:22 pm |

    Hey Virgil! Any idea when the demo should be out? How heavily is it dependent on the actual game’s release date?

  33. DaMetaEX
    DaMetaEX September 10, 2016 at 6:29 pm |

    how much will your game be at launch?

    1. Rer24
      Rer24 September 11, 2016 at 1:40 pm |

      He said it will be about CW3 cost, so expect ~$20-30

  34. Ilya
    Ilya September 11, 2016 at 10:51 am |

    A thought about a possible feature: I’m playing CW3 through Steam, but it doesn’t remember the which maps I completed on other computers. It’s especially annoying when going through Colonial space maps.
    How hard would it be for Particle Fleet to remember a list of completed maps through a Steam account?
    Thank you

    1. Riluna
      Riluna September 12, 2016 at 7:24 am |

      That sounds like a useful feature for those who frequently switch computers, as well as for those who are forced to. But it actually has a slightly detrimental effect to players like myself who are fond of wiping progress and starting from scratch. It sounds like it would be more difficult to clear progress if it remembered server-side what I had done. At that point there would need to be a built-in system for doing so. Which wouldn’t go amiss. In fact I’d like to suggest that for Particle Fleet. Is there a chance you can add a built-in data reset button? I’m sure there are people out there who would make use of it on a regular basis.

  35. iamthegage
    iamthegage September 26, 2016 at 9:03 am |

    i hope to see a difficulty modifier so i can replay the missions> easy,med,hard,insane, impossible ( just command ship)

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