Shockblast DeluxeNovember 3, 2017 at 7:19 pm | Permalink
With the 3D rendering available, you should be able to put in smooth slopes that all (or most) units can land on, but still rises/drops in elevation. That would be something that would make sense, and also alter gameplay a TON.
Since the connection lines to units disappear, maybe you could put an indicator above units that are disconnected? It would make it more obvious since it’s hard to spot in the current setup.
If the emitters emitted over a 3×3 or 5×5 area, the spikes would be far less annoying.
Please have buildable batteries like in CW1.
Also, in CW3 there is no reason for the command nodes to be landed, they still connect and distribute packets when hovering. What if the base uses power to fly or has a movement cool down? Just trying to think of a reason why the base wouldn’t hover over the map the entire mission.
That time wall form earlier was cool. If you can, make it a special weapon, like the artifacts of oden.
Spore towers should pick a number of targets, and estimate which will have the least exposure to anti spore weapons.
There should be a variant of spore tower that shoots a large mass that lands just out of range of you’r anti spore weapons.
This mass will create a devastating splash! And could deform the terrain a little bit.
Targeting will work like a spore, and then trace a ray until it comes in range of an anti spore weapon.
Nullifiers should have a low power usage and high health (after it activate). If one gets disconnected, it should be able to hold down the emitter for 15 seconds or so while you scramble to reclaim it.
Haha, that was a lot of fun to watch, thanks! That giant expanding ring of creeper was horrifying, and I like how anti-creeper is currently translucent, not just a different color of opaque. And the possibility of a potential wave-dampening unit is intriguing.
logically speaking, mortars on one of those mountains would have quite the range, would this be possible (and reasonable) to somehow implement? it would give some interresting choices for strategies if you have an emitter on top of a mountain
Kind of wish we got to see the microrift. It’s actually probably interesting because you have to first get a connection to that area before you can build it, meaning you still need relays or guppies for remote packet delivery. Also, what do those gold deposits do? Are they obstacles for the weapons? Potential resource nodes? Finally, I’m guessing cave systems are unlikely to appear, given the general difficulty of working with that. I did notice the little lights on the weapons going off when they’re not connected. Thanks for the video!
What if we had shields, not like the force fields in CW3 that just ‘pushes’ the creeper out, but an actual ‘wall’ of energy?
Now, the creeper would have to ‘climb’ up the wall, and if left alone would eventually spill out on the other side. And if you aren’t careful the creeper will engulf the dome, destroying everything connecting to it, leaving its contents to starve and waiting for their impending doom when the shield fails and literally drop all that creeper straight on their heads, making the very thing they depended on for protection their own personal torture prison.
If it’s easier programming-wise you could also make the shield cylindrical 😉
I haven’t played Darwinia in a long time, so this probably isn’t very accurate, but looking at the towers going up the cliffsides (around the point where you took the thumbnail from) it just reminded me of playing Darwinia.
Looking very interesting. Seems like things are moving along in a good direction from what we’ve seen so far. The anticreeper display was quite impressive, I guess in my mind that seemed like something that would’ve been pretty complex work to do further down the line but it looked like it was working well, though very little fanfare was given to it in the video.
I actually got a youtube notification for this on my phone before I saw it here. Pretty sure I haven’t subscribed to you yet so it’s a little spooky that they know what videos to promote to me… Anywho, keep up the fine work. We’re all looking forward to getting our hands into some 3D creeper.
There is one thing I’ve been missing from CW1 times. Keyboard binding hints on all buttons. I love using keys, but I hate learning them. CW1 was giving you an easy path. Whatever you clicked had a letter on it, so with time you would remember the letters you want to use.
Hi Virgilw,
i really like the idea of the extending collectors. But why not let them behave a bit like the Omis on PF?
I would like the idea, that the collectors are extending decreasingly but not limited to 5×5 tiles. Maybe just like a kind of liquid which does spread fast at the beginning, but later very slow.
If you have a mountain scape with several hights you might just place a few to collect the whole montain.
I like the whole CW Series and played it since CW1. And i would like it even more, if i would not have to spam collectors to gather energy 🙂
Maybe give it a try?
Sean R BrockestNovember 9, 2017 at 5:44 pm | Permalink
Video isn’t showing up for me. Just a big black square.
Qwerty QuazoNovember 10, 2017 at 7:04 am | Permalink
one of the first video’s i saw on the new game, i can tell that (assuming you dont change physics and according to “a fluid future”‘s description, chances are you probably wont.) the creeper behaves much more like water and less like goo. oh boy.
seriously, do your absolute best. i absolutely cannot wait for CW4.
also, question; will you stick to 3D in most of your future games? (say if you made another particle fleet, etc.), will there be an option to change the way freelook mode works? (like in cs:s, or nocliping in gmod)
Hey Virgil, since waves of creeper are dangerous, could there be an entity that moves creeper around to make them? Maybe something that pulls creeper towards it then pushes it all towards nearby towers/bases to destroy them? It could work as an enemy structure or something slow-moving that stays in creeper and dies on dry land.
Solution to the wall problem, they could be destructible but self-repairing (using resistium as fuel) This would mean that the number of walls you could use effectively would be limited by your resistium production (which is limited by available bluite)
Another potential change could be to make them of limited height.
Thanks Virgil for all the hard work.
With the 3D rendering available, you should be able to put in smooth slopes that all (or most) units can land on, but still rises/drops in elevation. That would be something that would make sense, and also alter gameplay a TON.
Awesome Video!
Since the connection lines to units disappear, maybe you could put an indicator above units that are disconnected? It would make it more obvious since it’s hard to spot in the current setup.
GIMME!
*runs off an installs CW3 for a fix*
as i watched the creeper wall coming at him i said (before him) pure abject horror. i agree completely
Some simple ideas…
If the emitters emitted over a 3×3 or 5×5 area, the spikes would be far less annoying.
Please have buildable batteries like in CW1.
Also, in CW3 there is no reason for the command nodes to be landed, they still connect and distribute packets when hovering. What if the base uses power to fly or has a movement cool down? Just trying to think of a reason why the base wouldn’t hover over the map the entire mission.
That time wall form earlier was cool. If you can, make it a special weapon, like the artifacts of oden.
Spore towers should pick a number of targets, and estimate which will have the least exposure to anti spore weapons.
There should be a variant of spore tower that shoots a large mass that lands just out of range of you’r anti spore weapons.
This mass will create a devastating splash! And could deform the terrain a little bit.
Targeting will work like a spore, and then trace a ray until it comes in range of an anti spore weapon.
Nullifiers should have a low power usage and high health (after it activate). If one gets disconnected, it should be able to hold down the emitter for 15 seconds or so while you scramble to reclaim it.
Good work on the waves! can’t wait play!
In CW3, the command node can produce energy without collectors or reactors, but only if landed.
Here it looks like the base has no ability to generate energy on its own at all.
This is looking amazing! Cannot wait :D:D
Haha, that was a lot of fun to watch, thanks! That giant expanding ring of creeper was horrifying, and I like how anti-creeper is currently translucent, not just a different color of opaque. And the possibility of a potential wave-dampening unit is intriguing.
logically speaking, mortars on one of those mountains would have quite the range, would this be possible (and reasonable) to somehow implement? it would give some interresting choices for strategies if you have an emitter on top of a mountain
Good point
Kind of wish we got to see the microrift. It’s actually probably interesting because you have to first get a connection to that area before you can build it, meaning you still need relays or guppies for remote packet delivery. Also, what do those gold deposits do? Are they obstacles for the weapons? Potential resource nodes? Finally, I’m guessing cave systems are unlikely to appear, given the general difficulty of working with that. I did notice the little lights on the weapons going off when they’re not connected. Thanks for the video!
Okay, I got a crazy suggestion…
What if we had shields, not like the force fields in CW3 that just ‘pushes’ the creeper out, but an actual ‘wall’ of energy?
Now, the creeper would have to ‘climb’ up the wall, and if left alone would eventually spill out on the other side. And if you aren’t careful the creeper will engulf the dome, destroying everything connecting to it, leaving its contents to starve and waiting for their impending doom when the shield fails and literally drop all that creeper straight on their heads, making the very thing they depended on for protection their own personal torture prison.
If it’s easier programming-wise you could also make the shield cylindrical 😉
I haven’t played Darwinia in a long time, so this probably isn’t very accurate, but looking at the towers going up the cliffsides (around the point where you took the thumbnail from) it just reminded me of playing Darwinia.
Looking very interesting. Seems like things are moving along in a good direction from what we’ve seen so far. The anticreeper display was quite impressive, I guess in my mind that seemed like something that would’ve been pretty complex work to do further down the line but it looked like it was working well, though very little fanfare was given to it in the video.
I actually got a youtube notification for this on my phone before I saw it here. Pretty sure I haven’t subscribed to you yet so it’s a little spooky that they know what videos to promote to me… Anywho, keep up the fine work. We’re all looking forward to getting our hands into some 3D creeper.
Amazing, can’t wait for Creeper World 4 to come out 🙂
That wave was really scary,
would love to make a map where you get those from time to time.
Great work Virgilw ^^
There is one thing I’ve been missing from CW1 times. Keyboard binding hints on all buttons. I love using keys, but I hate learning them. CW1 was giving you an easy path. Whatever you clicked had a letter on it, so with time you would remember the letters you want to use.
Hi Virgilw,
i really like the idea of the extending collectors. But why not let them behave a bit like the Omis on PF?
I would like the idea, that the collectors are extending decreasingly but not limited to 5×5 tiles. Maybe just like a kind of liquid which does spread fast at the beginning, but later very slow.
If you have a mountain scape with several hights you might just place a few to collect the whole montain.
I like the whole CW Series and played it since CW1. And i would like it even more, if i would not have to spam collectors to gather energy 🙂
Maybe give it a try?
Video isn’t showing up for me. Just a big black square.
Have you tried disabling your ad-blocker?
one of the first video’s i saw on the new game, i can tell that (assuming you dont change physics and according to “a fluid future”‘s description, chances are you probably wont.) the creeper behaves much more like water and less like goo. oh boy.
seriously, do your absolute best. i absolutely cannot wait for CW4.
also, question; will you stick to 3D in most of your future games? (say if you made another particle fleet, etc.), will there be an option to change the way freelook mode works? (like in cs:s, or nocliping in gmod)
thanks!
Great Stuff V. Love the Creeper Waves.
Hey Virgil, since waves of creeper are dangerous, could there be an entity that moves creeper around to make them? Maybe something that pulls creeper towards it then pushes it all towards nearby towers/bases to destroy them? It could work as an enemy structure or something slow-moving that stays in creeper and dies on dry land.
Solution to the wall problem, they could be destructible but self-repairing (using resistium as fuel) This would mean that the number of walls you could use effectively would be limited by your resistium production (which is limited by available bluite)
Another potential change could be to make them of limited height.