New video time!
Btw, if you would like to discuss this with other citizens of the Creeper Nation, you can now do so on a brand spanking new Discord server. Here’s a widget to connect, followed by a video and screen shot of Mortars in action.
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i really like those mortars, especially now that the blast zone actually creates a wave and influence the creeper flow. Keep it up man i would love to see this progress!
Spash! 😀
Nice video. The whole thing with the mortars creating waves will definitely change strategies needed to deal with the creeper. The idea of decoupling energy production from the relays is interesting, and leads to a ‘new’ feature suggestion of mine (I say ‘new’ because something similar shows up in CW2 and Particle fleet)
Basically, have each relay, command base etc. create a (purely graphical) zone of influence/resupply range, that shows which areas of the map are connected to the relays, and thus can be built in/supplied. Make it so we don’t have to eyeball ranges and rely on purely the connections when placing objects (but still keep the ability to move objects outside of resupply range, obviously).
Apologies if this isn’t the appropriate time/place to offer feature suggestions.
Announcement, yippee!
A couple of questions about the video: What is the Hyper path on the tower, and what do the rocks do exactly? You placed weapons right on top of them, but there was another patch west that liked like it was above the terrain.
I wish for wireless packets and beacons like CW2 where you build beacons and the person making the map can choose all visible in the editor, also packets die in creeper and if there are enemy packets that dig, they also die in anticreeper just like CW2 mechanics can you do this for all even numbered creeper world games?
Hmm, I like the look and I am interested in the game, but I have to say it’s looking like more of the same. What is going to be the incentive to pay for this game when I already own the others?
I know it’s still very early, but I feel like I should hide for 6 months to let the news build up and wait for more details.
Hmm, ever heard of the term “franchise”? Like the “Sid Meier’s Civilization” franchise? Now by no means do I want to draw a parallel between Creeper World and Civilization, but the basic idea is a franchise has a central theme and games are built around that with improvements in graphics, map size, weapon types, and enemy behavior. If none of those things appeal to you, then clearly you should continue to play the one game in the franchise that appeals to you.
I for instance, played all the Gemcraft games, and paid whatever there was to pay just so I could support the dev. In the end, I decided that the “Chasing Shadows” game was a step too far for me. My preferences stuck with Gemcraft Labyrinth and that’s what I kept playing until I ran out of enjoyment.
So, stick around, hopefully there will be a demo, or you can use the Steam money-back guarantee to check out Creeper World 4 to see if there is something in the game that incentivize you to fork out your hard-earned cash.
Funny, I was just thinking of how this game could evolve and take on Civ haha. Good pick on gemcraft too.
Neat mortars! Seeing the new nullifiers in action though I can’t help but think there’s a really nice feeling of catharsis to destroying an emitter permanently, whereas having them only imprisoned might feel like a steadily increasing number of annoying itches in the back of your mind that you can’t quite get rid of (not to mention how cool the different effects that power zones had on different units were).
Lovely!!!!!
You’re plugging away on the initial stuff. Looking quite polished already with how the creeper is flowing. Sure the units are not what they probably be in the end… but to me; If a game’s functionality is solid and polished, and there’s enough “difference” in any “bosses”, the graphics could be a flat grid and just different colored boxes for the player’s stuff. The “pretty” graphics can come later.
What I’m seeing, is a fair bit of polish on the creeper functionality as the base thing (which is, obviously, the core of the series). So this is great progress! Figuring out how to make this feel like a different game, adding in even just one new tool / unit / ability will prove to be a difficult venture I’m sure.
No matter what happens, even if it ends up having CW1 & or CW3 maps and story somewhere as a thing to play through with this new flow mechanic? Mmmm 😛
Something I’d like to see is the option to have tunnels or caves in the terrain. I’m not sure how exactly you could make that work, and how it would mess with unit pathing and all kinds of things, since it’d be 2 separate elevations on a single tile that you can technically build on, that can get flown over by creeper….. but it’d add a whole new perspective to the game. Would even kind of merge the CW3-Style with CW2, as you’d go underground, even if it isn’t that deep. I’m not expecting that to be possible anytime soon, if at all, but I thought it best to throw out there. Looks great regardless, keep it up!
Since Mortars create waves now, 1 thing I would like would be a way to reduce their range, So say a mortar’s range is 25 pixels, I would like to be able to be able to reduce that to between say 10 – 25 pixels. The mechanic might be tied into the mouse wheel and also allow a default range setting on build that you can change. I think this would be helpful especially if you continue with using the forge and aether or have some other way to increase range.
As to capping the emitters instead of destroying them, that might be a tech upgrade that you have to research or even make a tech upgrade where the emitter is converted for as long as you have a nullifier powered and targeting an emitter.
Also, how did you manage to get rid of the time freeze? Wasn’t that to cut down on processing needed? So what changed? Just out of sheer curiosity.
That was only necessary on exceedingly large maps (like planetary sized). A “mere” 300×300 (or even 500×500) map can all be active at the same time.
I gotta say, regarding the graphics, I’d be 100% happy if you left it as is (except perhaps for the creeper, the creeper feels a little odd) for full release. I’ve always been partial to that style of graphics.
lets make a quick list of stuff that appeared in all the creeperworld games.
Creeper world 1: collector, relay, storage, speed, reactor, blaster, moarter, sam, Drone, THOR
Creeper world 2: Reactor, Ore rig, beacon, techdome, shield microrift, blaster, maker, nulifier, launcher, repulser, nulifier, phantom coil
Creeper world 3: collector, relay, reactor, shield, ore mine, siphon, terp, guppy, cannon, moarter, straifer, bomber, nulifier, sprayer, beam, sniper, Forge, Big Birtha, Thor
Creeper world 4: Cannon, relay, collector(9,25), Morter
as you can see there is alot of things that exist in all of them. but you can also see the evolution of the game. or to put it more accurately. the fact the creep is learning from each defeat and is growing more and more dangerious with each iteration,
Iteration 1: cover everything assimilate information. threat to emitters…none
Iteration 2: surface of worlds have become dangerious due to strange new tech killing emitters. Hide underground build new nexus.
Iteration 3: Assimilate everything quickly and converge it towards a long lost relic the humans call the Ark Eternal.
Iteration 4: N/A but the creep has evolved from a thick liquid to something with a viscosity of water.
Since the primary energy source appears to be mostly solar, I’m guessing maybe there could be a mechanic with a day-night cycle or just darkness in a late-game level to really spice it up; something that can be dealt with by some kind of high-output reactor that all prior games have of their own.
Just a thought I had; probably getting ahead of myself again.
If the new “Nullifier” only suppresses you should probably change the name to Suppressor as it’s not consistent with any of the other games. Gives you the opportunity to add Nullifiers later in the game if you wish (maybe as an upgrade).