43 Responses

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  1. planetfall
    planetfall September 29, 2017 at 8:36 pm |

    Is… is this love?

  2. Dark Ambition
    Dark Ambition September 29, 2017 at 9:19 pm |


    Do we have basic control over time? Chronat – Chrono, ‘Suspended’ areas, creeper reflecting off said suspended areas. Am I warm?

  3. Twei
    Twei September 29, 2017 at 9:28 pm |

    Words, more or less same as youtube comments words…

    The light/dark system (or time freeze) is interesting and definitely a neat mechanic, but I’m not sure it’s natural, if that makes any sense? It’s easy to justify as a gimmick in a single level, but I’m not sure it makes sense as a core mechanic for an entire game in terms of ‘why is every map under a time freeze thing that you then have to use units to allow to flow naturally’. You could probably make it work, but it’d limit your options in terms of maintaining suspension of disbelief. Not that the story is THAT important, but still.

    Also, explosions pushing back creeper is a neat touch. Is that for unbuilt/partially built structures too? If so, it’d need ways to not be abusable.

    Also that city/center/command node is very Creeper-blue. :Pο»Ώ

  4. GoodMorning
    GoodMorning September 29, 2017 at 9:36 pm |

    I’m impressed.

    I wonder if some tech will end up being beacon-based. Overlapping timezones for more (fire/)power? Range adjustments?

  5. Nicant
    Nicant September 29, 2017 at 9:52 pm |

    That was awesome!!!!!!!!11!11! I have a few questions. 1. What happens if you put the camera inside a big blob of creeper? 2. Will the models of the units be blocky or will there eventually be “Smoother” and more “Curved” models?

  6. Ninjadude501
    Ninjadude501 September 29, 2017 at 9:55 pm |


    Can’t wait to see what happens with this, V. Also, if you don’t feel like making videos I’m sure that you could find someone in the community who’d make them for free for you, in exchange for access to the game. Especially with how few videos you make, it wouldn’t be that hard.

  7. Gabriel
    Gabriel September 29, 2017 at 9:55 pm |

    For extra challenge, make the emitters work with the background music, so the creeper waves are the sound waves πŸ™‚

    1. planetfall
      planetfall September 29, 2017 at 11:41 pm |

      Creeped of the Oobleckrodancer?

      …I’ll go away now.

  8. Espresso
    Espresso September 29, 2017 at 10:03 pm |

    I really like the way this is going.

    I like the idea of manipulating time, although that seems like the kind of one-off thing you would see in a CW3 level, which I really like. Perhaps an old race attempted to freeze their planet in time to prevent their destruction, only to fall when the unfrozen, built-up Creeper wiped out the whole planet. There’s some potential story here.

    Have you considered playing more with the space above the terrain? With the 3D environment you would almost have to. The air units like Strafers are obvious enough, but why not towers like an airship that floats above the Creeper and takes potshots? Why not have relays be much taller than other towers to make connections over rough, varied terrain? Why not make threats in the air as well, such as spores that attack aerial units, or clouds of vaporized Creeper that deal damage to flying units? There’s a lot you could do there.

  9. DaMetaEX
    DaMetaEX September 29, 2017 at 11:03 pm |

    Not going to lie virgilw i really want to test this game. there is so much i would like to try out.

  10. LGMK
    LGMK September 29, 2017 at 11:28 pm |

    Yay another video! Already canΒ΄t wait to spend at least a couple hundred hours with another of your games, just please donΒ΄t let we wait too long for another video! πŸ˜‰

  11. Harrison Collins
    Harrison Collins September 30, 2017 at 1:44 am |

    Creeper world looks lit. Wasn’t a huge fan of PF but was still a good game. But am excited that creeper world is back to its roots. Can’t wait for this instalment.


  12. Oljo
    Oljo September 30, 2017 at 4:58 am |

    this has become much more terrifying now, with the further away emitters, you’d have to create numerous “landfalls” where you know your line will collapse and just do what you can to push it back.
    But i must say that the explosions might be pushing too hard at the moment, as the last emitter got a counter-wave after blowing up just the frontline, seems a bit abusable when you can just build a 2 thick wall of anything at all to stop the brunt of a creeper wave.

    And how the fortified creeper you showed us last time work in this? would perhaps any timefrozen creeper become fortified, or would any time frozen fortified creeper become “empowered” while timefrozen, like the emitters? maybe any fortfied creeper might try to flow in the front of a wave, to prevent easy destruction of said wave? that might be better if it’s something else though, like digitalis and runners, there could be fortified creeper, and creeper wave surfers or something

  13. Qwerty Quazo
    Qwerty Quazo September 30, 2017 at 6:12 am |

    I watched this footage while eating breakfast. I didn’t eat a single bite.

  14. FOXX
    FOXX September 30, 2017 at 6:58 am |

    Great Stuff πŸ™‚

    The movement of the Creeper is mesmerizing. Like the way the Land looks.
    But best of all i liked that if a Unit explodes it moves away the Creeper a bit.

    Will all Units of CW3 make another appearance and/or new Units?

  15. Sorronits
    Sorronits September 30, 2017 at 9:24 am |

    I’m so happy I could die! *Disclaimer, I don’t want to die*

  16. Rer24
    Rer24 September 30, 2017 at 1:29 pm |

    Really glad the game isn’t only visually 3-D, but mechanically as well, such as cannons being damaged by high creeper while above the ground, vertical distance being considered for connections, and the CN raising slightly to fly over a tower. Interesting to see that you already have large unit group handling from CW3. Interested to see what the physics of explosions will do to mortars. It would also be cool to see tall units or enemies, at least from map makers. So many other thoughts, but I’ll leave it at this until next time.

  17. readerboy7
    readerboy7 October 1, 2017 at 2:36 am |

    Wow, this looks impressive already. The whole unfreeze/freeze time mechanic looks interesting, but potentially exploitable. Create a few rows of weapons, put a time unfreezer in a location so that it barely covers the emitter, let it unfreeze time for maybe half a second before pulling it back, so that your rows of weapons only have to deal with a small amount of the wavefront. Then move the unfreezer forward a bit, for the next section of the wavefront. Rinse and repeat until the emitter has lost all its stored creeper, and all the frozen creeper is gone.

    Also, will the game have nullifiers? I’m a fan of the ‘nullify all emitters to win’, but doing things like rift totems or ‘unfreeze all time in map’ is also fun, especially with the additional difficulty of capping off emitters (yes, I know you didn’t have to cap off the emitters in CW1, but the completionist in me insisted)

    I also like how the relay towers are thinner than the weapons, making them easier to position. Nice touch.

  18. 4xC
    4xC October 1, 2017 at 2:11 pm |

    Always looking better and better.

    Next stop: the Creeper World-Particle Fleet Crossover in 2020! πŸ˜€

    1. 4xC
      4xC October 1, 2017 at 2:22 pm |

      P.S. This may be a prototype, but I think your concept of frozen time in the “fog of war”, not to mention having fog of war that actually blocks your sight, is stealing the show already.

  19. Jon
    Jon October 2, 2017 at 10:15 am |

    I very much like the mechanic you’ve got going with unit/structure explosions destroying Creeper. The time-freeze thing is brilliant, will weapons be able to reach into the area that’s still frozen?
    Other than that….SQUEEEEEEEEEEEE!!!! πŸ˜€

  20. Blue Dwarf
    Blue Dwarf October 2, 2017 at 2:19 pm |

    Better watch out for chronospores flying through messing up your timelines.

    Game looks interesting. Slightly worried about performance issues, though I’m sure no matter the case in the end you’ll deliver a fine product that runs well. Another concern is with the current way the time control works it does seem like you might be able to cheese it a bit to work down huge frozen emitters by unfreezing them for only a brief moment to release some of their banked creeper. Though I know this is just a prototype, so there’s many ways this could still be changed up to solve such issues.

    Prototype’s looking great so far, and I’m looking forward to seeing the next steps on this.

  21. Tricky_Dragon
    Tricky_Dragon October 2, 2017 at 10:35 pm |

    Is it plausible to add a defensive type mode to the emitters? Imagine an emitter gets capped, but instead of continuing to emit at regular rate, the emitter may enter “turtle” mode. In this mode the emitter will begin to “charge” creeper until a random variable or such is hit and then the emitter will unleash a wave, and maybe some sort of short-range EMP. Such attacks may make players require the unique advantage of stopping time and setting up new defences. Naturally such a heavy attack would be well telegraphed. Still absolutly love your work V!!!

  22. Me_me_me
    Me_me_me October 11, 2017 at 1:03 pm |

    I really REALLY like this concept. Obviously it would be good to have this as an option when making a map and not a global thing but otherwise everything looks great. I actually do rather like the voxel look of the units and would not mind at all if that stayed in the final build. As a side note if there is anything I love about your games its that with CW3 and by the looks of it here CW4 you are doing a great job of keeping the good game mechanics along with introducing new and interesting features with each game. So many developers hurt their games by ignoring good ideas from their previous games and the quality of life things like the massed unit selection and multiple build at max range for the ‘towers’ (collectors?).

  23. Mark
    Mark October 13, 2017 at 7:57 am |

    Would consideration be afforded to a greater role for the bombers and gumpie units ?A battery storage unit and singularity cannon ? The cannon would feed from stored aether and fire in sequence at points on the map .Used in conjunction with bombers and gumpie units to gain strategic land zones .Up gradable relays that span greater distances between points . Power depletion over distance from main hub ?

  24. Dubbelthor
    Dubbelthor October 14, 2017 at 11:19 am |

    This is… most interesting! I quite enjoyed your creeper world series and the deviation you did with Particle Fleet Emergence. And I have to say this one… I like! Like seriously like! My thoughts are this though.

    Will we be able to build some sort of wall? Or the terraformation of CW3? And if we will be able to, how will those large waves interact towards the wall? (Would be hilarious if we could build domed shields so our outposts were covered in the stuff XD)

    I am guessing you will do some sort of mortar weapon of course towards aiding in destroying the pools easier, but how do you plan them interacting towards those waves? I do hope myself that instead of as before the creep got deleted from existence off the impact zone there is a blast radius and everything in that gets destroyed.

    Anti-Creep, will they return and if so, can do some akin to the creep with charging? (I SO WANT A WAVE OF ANTICREEP TO BE DOABLE *_* That fight off wall versus wall…)

    Will there be some sort of time based weapon, as you’re current prototype uses time as a mechanic? Like I dunno, reversing the time of the creep making it get destroyed within the emitter for a short period of time? Or even some sort of massively effective time bomb that will though only make it be released after X amount of minutes? Because that would be hilarious, to blow up a massive wave, gain a large economic base there, and loose it all to the wave appearing once more XD

    But yea it seems to be become something great and I seriously hope (myself at least) that you stay true to the current mechanic of time as I think that is a nice progression for the larger arc of CW. I mean they are quite advanced probably the living species by now!

  25. legato
    legato October 28, 2017 at 11:14 am |

    love the explosion animation!

  26. zedadex
    zedadex December 10, 2017 at 6:51 am |

    might also be worth having nullifiers also increase the fog radius. That way you can’t do what I was planning on trying – ninja’ing a map before activating any creeper (placing chronats s.t. their radii are juust outside the emitter) haha

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