Status Update: June 10, 2011
Burst mode… That is the bane of my existence right now. I couldn’t leave well enough along, I just had to add some more candy to the Makers. Burst mode allows you do instantly dump your ore stash into Anti-Creeper. Helpful in some cases, fun in more. But it introduces a problem with how to […]
Status Update: June 7, 2011
I get more than the occasional question asking “what’s up?”, or “when is the update coming out?”. So I thought it best if I start posting semi-regular status updates. Nothing fancy, just what I’ve been up to and what is in the works. So, yes “Update 1” to Creeper World 2 is coming soon now. I’ve […]
CW2. The work continues!
Update 1 is coming along nicely and a number of features are being added. Code maps are the big feature, but there are some other smaller features as well. If you are interested in participating the discussion on some of these features you should check out the forums. One topic in particular is about an […]
New Site Design
If you visit http://knucklecracker.com you will notice a brand new site design. I have moved to a cleaner and more structured site. And you may also notice that I have moved to a site that has a nice big landing page that can host more than one game. Wonder what that could be for? Hmmmm […]
Creeper World 2 Dev Video #2
Here’s a new video from the upcoming beta for Creeper World 2. This shows the first story mission. It’s essentially a brief tutorial and sets up the story and a brief bit of game history. For the sake of video length, I don’t pause very long on the text. You’ll have to pause the video […]
CW2 Gallery
It’s been a while since I posted… so I figured it was about time to show some more progress. I’ve been hard at work on various subsystems in the game. Sound, music, menus, scoring, tech upgrades, unit balancing, phantoms, gateways…. all kinds of goodies. Below are some screen shots that show some examples. Now not […]
Unintended Coolness
Every now and then… and I mean rarely every now and then… something nice happens as a result of a structured design. I just accidentally discovered an originally unintended effect using Launchers to target Creeper on the other side of a Micro Rift. Here’s the technical skinny: Launchers want to fire at the densest Creeper […]
Creeper World 2 Dev Video #1
After much work, here is the first of the development videos for CW2. You’ll find footage of the map editor and a little bit of game play in this video. Remember that this is a work in progress and there are many details yet to come. But, this will give you a good basic understanding […]
Up Fighting
So far In CW2 I have talked mostly about returning to the old Creeper covered worlds of CW1 and liberating them once and for all from the scourge of the Creeper. On some maps this means fighting down into the belly of a world and routing out the emitters and destroying them. Make no mistake, […]
Micro-Rifts
Another cool thing in Game 2 are portals/wormholes or as they are currently called “Micro-Rifts”. These things can be built around a map and connect different points in space instantly. Sounds neat and it is… but let me explain further why these things are a good idea and how they solve an important game design […]