I guess one positive aspect of not paying attention is that it makes for a more entertaining video (if you like watching me slowly lose to my own creatures). In any case, watch below for some new creatures and new weapons!
Wow, this update really seems to be bringing the entire project together. It’s great to see choosing how to combating spores become a more meaningful decision due to finite resources, rather than the chore they oft became in previous games. The striders also seem quite interesting, taking full advantage of the 3D map.
Are there are plans for digitalis or runners in this game? It’d be cool to see digitalis in 3D space, but I feel like there’s already going to be a lot going on in terms of enemies.
I can’t wait to have a game to contend with CW3 in terms of recurrent playtime 😀
If digitalis were implemented, (I want them too) do you think it’d float on the surface of the creeper, protecting it, or hide on the bottom, only becoming visible when it does what it does best, aiding the creeper as it pulls it along its length, allowing it to move faster, and to literally reach new heights. (digitalis ignores height, so does the creeper it carries)
Both options seem interesting to me, but I prefer the second one, it would allow creeper to give you sneak attacks (think you’re safe on that mountain? think again) when it stops being hidden under creeper and climbs up the side. It’d also be a lot easier to code. They might eliminate the sneak attack option by showing potential growth areas like last game. (but what if there were a mechanic that made new ones as the game progressed? hmmm…)
Other than that, changes that will likely be made are it growing up the sides of walls instead of ignoring them, and runners being less prevalent (due to an increase of other kinds of creature) although I hope something similar exists, since them hiding under creeper until they get really close to your base would be interesting
Another change to runners could possibly be them being suicidal. instead of them staying on digitalis, they just die when they leave it, depositing creeper or stunning/slowing nearby towers. Or they could survive on land, but move much slower, and seek out your base/expensive towers.
It just occurred to me that creeper isn’t opaque. you’d see it (and runners) on the bottom, so no sneak attacks 🙁
This might actually be better since other games in the series don’t (usually) hide information, why change now.
Seeing it under-creeper would allow you to strategize in advance.
readerboy7February 18, 2018 at 10:13 pm | Permalink
The striders look interesting. Those should definitely be kept, and their ability to also float on anticreeper could have some interesting gameplay effects (e.g. I sometimes flood parts of my base with anticreeper in CW2 and 3, but that’s riskier with striders).
The packets that get sent out from the creeper, however, might deserve a bit of modifying. I doubt it’d be expensive to no-sell their effects to their base by intentionally placing cheap buildings in their paths, since they’re currently straight lines. Maybe have the paths wiggle a bit to account for this (e.g. add k*sin(j*theta) to their paths, where k,j are randomly selected numbers)
Combining emitters with spore towers etc. seems like it’ll change things. Not sure if the changes are good or not yet.
I know that the current graphics are just placeholders, but the graphic for the spores are good already. IMO, those should be kept. I also like the Paths on and HI paths graphics options.
EPIC! as if i needed more incentive to play this! i like the addition of the blobs for many reasons. to start they seem to go to a random emitter, i like this randomness. it makes you need to defend from all angles. also the blobs coming from resource nodes is brilliant. it gives a reason why taking space quickly gives an added effect. it might even make ME go faster than a turtle. also it adds more points of interest which is good since you are combining spore towers and emitters. a few thoughts. first you might make blobs capable of being directed to a specific emitter, for map makers at least. also it could be a little unbalanced having it so that taking a submerged resource both hurts the creeper and aids you. you may want to have nodes that only make blobs and not resources. but all in all this is an epic update! keep up the good work. thanks.
Seeing a new post in this RSS feed makes my day even more than my favorite web comic! (Partially a matter of post frequency, but still.)
Spores, striders, and blobs, yikes. I feel like discrete enemies put a damper on the beauty of the Creeper’s purity, but ah well. The range graphic for the snipers and missile launchers, as seen in the YouTube thumbnail, looks awesome and initially made me think you’d added shields! Hopefully there’s still room for them 🙂
Qwerty QuazoFebruary 19, 2018 at 2:43 am | Permalink
That is a HUGE leap in development! Exceptionally nice work, Virgil!
I like the striders but the blobs are a bit iffy to me. I think they should need to path along land rather than being able to move over void. Though I do like that the striders can hop over void. Maybe they should explode over void if they ‘land’ in it and there isn’t any creeper already.
My god, I hated how you didn’t put enough snipers in some locations. The reason you kept losing the front lines was because of blobs and striders. On the right side, should have had a sniper on the ledge with the mortar at least.
The game is becoming as diverse in options and threats as CW3. It’s nice to see spores again, as well as the fact that the 3-D environment is taken advantage of with missiles and Striders. Even if the concept gets scrapped, I’m sure the community would overwhelmingly appreciate for their water-skimming mechanic to stay in the game, as people keep asking for boats. As an extreme turtler (my times in any of your games are horrendous compared to everyone else), the creeper “blob” economy makes it a more interesting enemy to fight, as I can slowly but safely deny them resources, but I’m not sure if it befits the creeper, an unending torrent of destruction, to have an infrastructure. Also, we didn’t get to see how blobs (will) interact with nullified emitters: do they break the nullifier, or do they just not target the emitter? Missile turret is a nice return after 3 beam-based AA weapons. We still haven’t seen the micro-rift, which is still in the tech tree.
This was the first time that I thought your base was in real danger (other than distraction from making a video). Although I could drop a few comments about balance and such, at the current stage of the game I just love the spores, striders and especially blobs. They make the enemy feel more alive and gives it an economy system you can destroy.
I’m really loving this update, and also giving anticreeper a drawback with the striders sounds great, since it was already a little overpowered in some missions in CW2 and 3, if you flooded an area with it. While blobs make sure you can’t just ‘fall asleep’ like CW3 after containing the fluid creeper. One thing, is that maybe spores could have a dotted line along the surface to indicate where they are for missile ranges? It’s harder to tell in 3D
TL;DR, I love it, and I would love to play it just in the current state already.
AspecialPersonFebruary 19, 2018 at 1:43 pm | Permalink
I Would love to see the missiles go straight up a little bit before curving twords the spores, Would look a lot better instead of just launching straight at a spore from the launcher.
KharnelliusFebruary 19, 2018 at 3:00 pm | Permalink
Love it! I’m always in favor of giving the enemy some new attack vectors. I know this is pre-alpha and you may have already addressed or are aware of, but some little things I noticed.
1) Missile trails disappear the second the missile hits something. They should fade out instead.
2) Explosions scaling is off by being too large. They also seem to animate too quick without enough time lingering around for you to marvel at. I’m not talking about an explosion taking 10 seconds, but adding a few tenths of a second would make them look more natural.
3) Spores appear to move at a glacial pace…just an opinion, but they only appear to a threat if you forgot to build a missile launcher. Hopefully, the speed of travel can increase later in the game as difficulty increases if you end up keeping this same slow pace.
4) It would be nice to see a little launch animation for the missiles instead of instant fire. See the booster fire with a puff of smoke, than watch as it gains speed and tracks in on the spore. Feels a little unnatural with the instant speed up towards spores.
5) Some way to see your total supply of the different resources at the top of the page would be fantastic. Later on with large bases it will be daunting to have to find all of your Fabs scattered about to figure out where the supply strain is. Some way to look at the top can give you a quick snapshot of what’s going on in your economy. Just the resource symbol and a number next to it would suffice.
Again, I realize this is early and a million things can change between now and release. Just some feedback one what I’ve seen.
GeneralafireFebruary 19, 2018 at 6:53 pm | Permalink
I like what you’re doing with the game, it looks like it’ll be very fun. I just wanted to ask if you had thought of an upgrade system for the emitters. It doesn’t have to be anything fancy, just a linear progression based on the number of blobs they receive, ie at 10 blobs it outputs another spore, or another pack of striders.
One other thing, I like the spherical displays for the guns but for people who have trouble telling distances could you maybe add a thicker indicator circle? Love the work, can’t wait to buy this.
KharnelliusFebruary 20, 2018 at 12:28 am | Permalink
Shawn AsmussenFebruary 27, 2018 at 6:00 pm | Permalink
Very cool, but one thing did strike me when I was watching the video. I felt like the striders weren’t very aptly named. The name strider makes me think of something with a walking mode of locomotion. I had envisioned something like the tripods in the John Christoper novels I read when I was a kid ( https://i1.wp.com/d202m5krfqbpi5.cloudfront.net/books/1325678996l/11051663.jpg ), and when they turned out to be something more like a boat, it seemed incongruous.
There should be a way to control intervals between emitters spawning things if they spawn a group. Why this occurred to me is because several times in the video, all the striders in a group crash into the same wall, one after the other. If there was a slightly larger delay between them, they would have skipped off each other’s creeper, with one riding the creeper spikes scarily close to your base. If delay between multiple spawns was an option in the editor, it could be used to make maps harder or easier in a lot of ways. If you want an easy intro to spores, you would be able to edit emitters to have a delay between them, (if you even want them to spawn two spores early in the game) making them easier to deal with in early levels.
blobs should leap quickly across gaps instead of “crawling” through the air. This would both make things look better, and allow them to more easily reach emitters across the map, (if there’s a gap between them) leading to different strategies. there should also be some slight path variation to avoid players simply placing lines of really cheap towers wherever the blobs go.
i sooo want to play this!!!
Me too But there are hiccups to face and it’s not finished but id happily pay £20 for the bata.
I really like the way these enemies work, very cool!
Wow, this update really seems to be bringing the entire project together. It’s great to see choosing how to combating spores become a more meaningful decision due to finite resources, rather than the chore they oft became in previous games. The striders also seem quite interesting, taking full advantage of the 3D map.
Are there are plans for digitalis or runners in this game? It’d be cool to see digitalis in 3D space, but I feel like there’s already going to be a lot going on in terms of enemies.
I can’t wait to have a game to contend with CW3 in terms of recurrent playtime 😀
If digitalis were implemented, (I want them too) do you think it’d float on the surface of the creeper, protecting it, or hide on the bottom, only becoming visible when it does what it does best, aiding the creeper as it pulls it along its length, allowing it to move faster, and to literally reach new heights. (digitalis ignores height, so does the creeper it carries)
Both options seem interesting to me, but I prefer the second one, it would allow creeper to give you sneak attacks (think you’re safe on that mountain? think again) when it stops being hidden under creeper and climbs up the side. It’d also be a lot easier to code. They might eliminate the sneak attack option by showing potential growth areas like last game. (but what if there were a mechanic that made new ones as the game progressed? hmmm…)
Other than that, changes that will likely be made are it growing up the sides of walls instead of ignoring them, and runners being less prevalent (due to an increase of other kinds of creature) although I hope something similar exists, since them hiding under creeper until they get really close to your base would be interesting
Another change to runners could possibly be them being suicidal. instead of them staying on digitalis, they just die when they leave it, depositing creeper or stunning/slowing nearby towers. Or they could survive on land, but move much slower, and seek out your base/expensive towers.
It just occurred to me that creeper isn’t opaque. you’d see it (and runners) on the bottom, so no sneak attacks 🙁
This might actually be better since other games in the series don’t (usually) hide information, why change now.
Seeing it under-creeper would allow you to strategize in advance.
The striders look interesting. Those should definitely be kept, and their ability to also float on anticreeper could have some interesting gameplay effects (e.g. I sometimes flood parts of my base with anticreeper in CW2 and 3, but that’s riskier with striders).
The packets that get sent out from the creeper, however, might deserve a bit of modifying. I doubt it’d be expensive to no-sell their effects to their base by intentionally placing cheap buildings in their paths, since they’re currently straight lines. Maybe have the paths wiggle a bit to account for this (e.g. add k*sin(j*theta) to their paths, where k,j are randomly selected numbers)
Combining emitters with spore towers etc. seems like it’ll change things. Not sure if the changes are good or not yet.
I know that the current graphics are just placeholders, but the graphic for the spores are good already. IMO, those should be kept. I also like the Paths on and HI paths graphics options.
This was so nice to watch. The game looks great btw! I think you could win it after a couple hours of intense play 😉
waiting for this game just gets harder every time I see it, cant wait to see how it looks when all the graphics are final
EPIC! as if i needed more incentive to play this! i like the addition of the blobs for many reasons. to start they seem to go to a random emitter, i like this randomness. it makes you need to defend from all angles. also the blobs coming from resource nodes is brilliant. it gives a reason why taking space quickly gives an added effect. it might even make ME go faster than a turtle. also it adds more points of interest which is good since you are combining spore towers and emitters. a few thoughts. first you might make blobs capable of being directed to a specific emitter, for map makers at least. also it could be a little unbalanced having it so that taking a submerged resource both hurts the creeper and aids you. you may want to have nodes that only make blobs and not resources. but all in all this is an epic update! keep up the good work. thanks.
Seeing a new post in this RSS feed makes my day even more than my favorite web comic! (Partially a matter of post frequency, but still.)
Spores, striders, and blobs, yikes. I feel like discrete enemies put a damper on the beauty of the Creeper’s purity, but ah well. The range graphic for the snipers and missile launchers, as seen in the YouTube thumbnail, looks awesome and initially made me think you’d added shields! Hopefully there’s still room for them 🙂
That is a HUGE leap in development! Exceptionally nice work, Virgil!
I like the striders but the blobs are a bit iffy to me. I think they should need to path along land rather than being able to move over void. Though I do like that the striders can hop over void. Maybe they should explode over void if they ‘land’ in it and there isn’t any creeper already.
My god, I hated how you didn’t put enough snipers in some locations. The reason you kept losing the front lines was because of blobs and striders. On the right side, should have had a sniper on the ledge with the mortar at least.
The game is becoming as diverse in options and threats as CW3. It’s nice to see spores again, as well as the fact that the 3-D environment is taken advantage of with missiles and Striders. Even if the concept gets scrapped, I’m sure the community would overwhelmingly appreciate for their water-skimming mechanic to stay in the game, as people keep asking for boats. As an extreme turtler (my times in any of your games are horrendous compared to everyone else), the creeper “blob” economy makes it a more interesting enemy to fight, as I can slowly but safely deny them resources, but I’m not sure if it befits the creeper, an unending torrent of destruction, to have an infrastructure. Also, we didn’t get to see how blobs (will) interact with nullified emitters: do they break the nullifier, or do they just not target the emitter? Missile turret is a nice return after 3 beam-based AA weapons. We still haven’t seen the micro-rift, which is still in the tech tree.
Shoot! Forgot to add: I could totally see this game as a holo-tabletop game. Maybe it’s the current art? Anyway, Thank you for the update!
… as always, thanks for posting another video.
This was the first time that I thought your base was in real danger (other than distraction from making a video). Although I could drop a few comments about balance and such, at the current stage of the game I just love the spores, striders and especially blobs. They make the enemy feel more alive and gives it an economy system you can destroy.
Looking amazing so far! Can’t wait till I can throw money at you! 😀
I’m really loving this update, and also giving anticreeper a drawback with the striders sounds great, since it was already a little overpowered in some missions in CW2 and 3, if you flooded an area with it. While blobs make sure you can’t just ‘fall asleep’ like CW3 after containing the fluid creeper. One thing, is that maybe spores could have a dotted line along the surface to indicate where they are for missile ranges? It’s harder to tell in 3D
TL;DR, I love it, and I would love to play it just in the current state already.
I Would love to see the missiles go straight up a little bit before curving twords the spores, Would look a lot better instead of just launching straight at a spore from the launcher.
Love it! I’m always in favor of giving the enemy some new attack vectors. I know this is pre-alpha and you may have already addressed or are aware of, but some little things I noticed.
1) Missile trails disappear the second the missile hits something. They should fade out instead.
2) Explosions scaling is off by being too large. They also seem to animate too quick without enough time lingering around for you to marvel at. I’m not talking about an explosion taking 10 seconds, but adding a few tenths of a second would make them look more natural.
3) Spores appear to move at a glacial pace…just an opinion, but they only appear to a threat if you forgot to build a missile launcher. Hopefully, the speed of travel can increase later in the game as difficulty increases if you end up keeping this same slow pace.
4) It would be nice to see a little launch animation for the missiles instead of instant fire. See the booster fire with a puff of smoke, than watch as it gains speed and tracks in on the spore. Feels a little unnatural with the instant speed up towards spores.
5) Some way to see your total supply of the different resources at the top of the page would be fantastic. Later on with large bases it will be daunting to have to find all of your Fabs scattered about to figure out where the supply strain is. Some way to look at the top can give you a quick snapshot of what’s going on in your economy. Just the resource symbol and a number next to it would suffice.
Again, I realize this is early and a million things can change between now and release. Just some feedback one what I’ve seen.
I like what you’re doing with the game, it looks like it’ll be very fun. I just wanted to ask if you had thought of an upgrade system for the emitters. It doesn’t have to be anything fancy, just a linear progression based on the number of blobs they receive, ie at 10 blobs it outputs another spore, or another pack of striders.
One other thing, I like the spherical displays for the guns but for people who have trouble telling distances could you maybe add a thicker indicator circle? Love the work, can’t wait to buy this.
Like these ideas.
WANT TO PLAY IT BUT CAN’T FIND A DOWNLOAD AND LOOK COOL IT 3D
It’s unfinished, (but already amazing)
The other games are available for download already
Wow, this is looking great. Can’t wait to play.
Very cool, but one thing did strike me when I was watching the video. I felt like the striders weren’t very aptly named. The name strider makes me think of something with a walking mode of locomotion. I had envisioned something like the tripods in the John Christoper novels I read when I was a kid ( https://i1.wp.com/d202m5krfqbpi5.cloudfront.net/books/1325678996l/11051663.jpg ), and when they turned out to be something more like a boat, it seemed incongruous.
i agree with this i was expecting something that ran around. perhaps something like “Skimmers” would be more apt.
Damn you Virgil!!!
Now you’ve got me checking the site every night I log on.
I promised myself I wouldn’t do it this time.
But here I am again.
So what if a map has no redon? :p
I’m liking that the meta seems more solid than ever by now.
There should be a way to control intervals between emitters spawning things if they spawn a group. Why this occurred to me is because several times in the video, all the striders in a group crash into the same wall, one after the other. If there was a slightly larger delay between them, they would have skipped off each other’s creeper, with one riding the creeper spikes scarily close to your base. If delay between multiple spawns was an option in the editor, it could be used to make maps harder or easier in a lot of ways. If you want an easy intro to spores, you would be able to edit emitters to have a delay between them, (if you even want them to spawn two spores early in the game) making them easier to deal with in early levels.
blobs should leap quickly across gaps instead of “crawling” through the air. This would both make things look better, and allow them to more easily reach emitters across the map, (if there’s a gap between them) leading to different strategies. there should also be some slight path variation to avoid players simply placing lines of really cheap towers wherever the blobs go.