don't get me wrong, creeper world are a amazing game series , but we need to be a awful lot more to make an impact on the algorithm. especially for a development progress video. i would like to be wrong here, belive me
you could have acid, that damages ships and metal and you could add a "metal eating compound" that is created and doesnt eat your ships. I like the idea of there being a choice to invest into making a substance or risking the acid to get in the way.
Deffinitly becomes an "do i want to go risky and save time, or slow and risk the enemy building up more" desicion. Which is a dilemma strategy games should have.
Love it! Couple things i'd like to point out a few ideas (and i know it's all still in flux): - Sand should slow down the flow of ship movement significantly, and the sand's flow direction should affect that too. - Ships trying to move into sand must spend additional effort to displace the sand out of the area they are occupying. This may require sand compression to work to allow ships to do that in tight spaces. Compressed sand stacks the friction penalties. - Sand should not flow like water, it should be slow, however, it should also interfere whenever you try to build anything on top of it, like, if you want to plug that hole leaking sand - the sand should slow the shield construction significantly on the pixels the sand is flowing through. - Lava should damage ship pixels as they move across, but there could be a campaign upgrade to make the ship pixels avoid lava as they move. - Lava should be more viscious and resist flowing with just one pixel. I'd love to see lava to flow faster with 3-4 pixels of height, but move slower or none at all when it's just 1 pixel. This way, with just one pixel, lava wouldn't flow or flow very slowly, but opening a tunnel with 3-4 pixels would make it easily flow through it
I was slightly skeptical about this, being someone who found out about CW only with the 4th game, I wasn't sure how it'd work side on like this, but this genuinely looks amazing, the mechanics look extremely fun to mess with, the terrain manipulation, overall, I love it. I can't wait to play it, and I can't wait to see what people come up with for custom levels :D
Eagerly awaiting for this games release, this series has often satisfied the slow thoughtful strategy that I don't see often in other games. Keep it up :).
How about systems deep inside nebula so they are occluded from any direction, but if an area is completely encircled by sensors it can be penetrated. This allows you to make areas that must have all surrounded systems beaten first.
This is... INSANE !!!! 😲😲😲😲😲 No game have ever had this kind of gameplay. The level of physical laws used in this one (fluid dynamic for instance)... Holy crap !!!
Goddamit, it is quarter past midnight and I was about to just put on a song while I brush my teeth and then go to bed. Only to see this video having been released 2 hours ago. Guess quarter past one is also a great time to go to bed, right? Oh and the top part of the map looks like a happy face with a wide grin and cat ears to me, at least at the start of the mission. I like it
Did you make it to the end of the vid? There was a new "unit" unveiled! Its so cool we can move the [new unit spoilers] this time (lol i dont want to spoil the surprise if you fell asleep) Id say a peek at the new unit and the galaxy map reveals were worth the late night.
@@ajax4165 Oh, I did make it to the end. The teleporter is neat. I am not sure I like how the lava managed to block the creeper near the end. I think it would be neat if enough creeper pressure could push out lava through a tunnel system
Some ideas, unsure if you already have this sort of stuff. 1) Carriers, these could spawn upto a max limit of fighters/bombers and they are given a path to patrol, they can die and take time to replace (like an ammo for the carrier). 2) Drillers, they just dig straight down and have a UI you can tick that can stop or start them. 3) Protection drones for bigger ships, they patrol in a circle around the ships with short range lasers/machine guns/missiles (maybe a blank template that you can upgrade to different weapons). 4) Sonar/radar pulse, it will trigger every X seconds and spread out like a wave, this may reveal hidden enemy bases/resources that are hidden with normal fog of war. 5) Throwers/Spreaders, these take a liquid and spray it in said direction. You can fill them using transports or some way to funnel the liquid to them. This could work for fire/lava/water/gase/acid etc
My god. Every time its something new. And this new is perfect! Every part of Creeper World are different, but the same. You don't getting bored playing this games. Hoping getting some real global things in future. AND MORE DAKKA!!
Automatic like! Something that would be interesting (and necessary) these days is controller compatibility or optimizing gameplay for the touchscreen. This IXE reminds me of the rise of Flash, ActionScript is still my favorite programming language. I look forward to playing when it comes out =)
It would still be difficult to control a cursor with only a joystick.. thats been an issue for all RTS games. At least we can pause in these games lol I can say CW 3,4, and particle fleet can feel easy to play on steamdeck. Once you get used to a good controller config, it feels just as good as playing on kb+m. The touch pads for mouse and hotkeys help. The back buttons are mostly modifiers like delete, shift, middle mouse, etc. I could easily see these games on a phone once touch input is figured out. That would be sick.
@@ajax4165 I agree. RTS demands a lot of camera control, groups and shortcuts in general, which ends up making it difficult to implement compatibility with the controller. I ended up using the Controller Companion to play CW3/4 and Particle Feet, like Starcraft on the N64, it requires a good amount of time to adapt, even using it in conjunction with the touch. At least today we have more buttons and two analog sticks. :P
Heck yeah, can't wait! CW is a series I keep coming back to because they all share a rare quality - Every time I launch one, I know I'm going to have fun. I just can't think of another series of games that takes such a simple concept and makes it so unique every time.
Love your games, played all of them. I like scenarios better when there are multiple ways to solve them. CW4 felt a bit weird because almost every level was like a puzzle with one right solution. I hope IXE will give players more freedom.
This is very exciting! I love your games, and this installment looks like it will be another fantastic experience! Thank you for making such fun and clever games.
Very interesting change of concept in this CW. I played all CW but the one which most stood out for me personally, was CW 3, in which I put more hours than I should :)
I don’t think the upgrade window needs to be moved, but having it minimise down where it is (above the ship image) to just show the resource would be perfect.
I'm at 47 min now and this is very intresting. I jumped on this train at CW 3 and got stuck. To my joy CW 4 was announced a month after. Now, and a while back, IXE is shown and i want it. Very good job at these games!
Yeah, shields seem a little strong right now, but I'm sure that's easily fixable! Either different types of creeper that have different levels of corroding, or perhaps more dense creeper corrodes faster, or the shields start weak but can be steadily upgraded with resources, or even investing resources to slow the active decay of the part of the shield that is directly exposed, asymptotically to the point of almost no damage (with the more resources invested, the tankier the shield) Either way, I'm sure all of these factors can be easily tweaked in the editor anyways. Keep up the good work!
So excited man I have hundreds of hours in CW and particule fleet Ur games are aways so great It may be in ur mind already, but will there be a way to create or terp in these custom materials like acid, sand, etc?
Eyyyy it's the man who designed my childhood games! Have always loved creeper world, am wondering if you have had a look at Noita, as it's taken the idea of simulated particles to a whole new level. Might be a good source of inspiration.
With the system editor there's so much potential for custom campaigns that span their own galaxies and I for one am excied to see what happens as this series continues moving forward.
To prevent ship particles from getting caught by little waves of moving creeper (and other nasty things) so easily, you could apply a blur filter to the weight penalty map. Then the particles will not only avoid just the creeper, but will try to keep a bit of distance. Gaussian blurs have a nice property that they're separable - if you do 1 pass blurring only in the x direction, followed by a pass only in the y direction, it's mathematically equivalent to directly summing up the entire blur kernel naively, while being asymptotically faster.
Looking real good. Cant wait to get my hands on it. I do hope you do some interesting alchemy to discover with the falling sand physics - both things that are good and bad for the player.
I think it would be fun if you could make ships for just the current mission, similar to how in other games you built turrets, rather than having a set loadout when you enter a mission, maybe it could be very energy expensive, to where the ships you build are either less effective or less energy efficient, so they consume much more energy than the ones in your fleet (mainly because I love the expansive crawling warfare of the previous titles)
What if instead of crux for the upgrade resource, you flavored it as data? Sensors collecting all kinds of information for every instance of creeper destruction which can be used for theorizing, simulating, and developing upgrades. Looking good, can't wait to get my hands on this. :D
Love seeing progress and new info on creeper world. Ive played since the first flash games. So i understand that you collect new ships over several missions, will there also be uppgrades that carries between missions? Like 1-5 slots in the mothership for upgrades? More max storage, packet speeds, max number of possible ships to bring on a single mission increase, stuff like that?
Currently it feels like the water is turning into gravel and not the lava, might be better if the lava is the thing that turns into gravel when they touch.
you really need to be better at naming things.... GreenITE, blueITE, FlowITE. I feel like -ite and -ium names are a bit to common in the Creeper universe.
I'm so glad you decided to revisit the Creeper World 2 concept with a modern take. This is going to be glorious.
also combined aspects of particle fleet, very underrated game imo.
I loved both those games
I also like to cover map with energy towers!
Can't overstate how stoked I am for this game.
Been playing since the very first game and every one has been an absolute treat.
I love how this guy came up with a concept and it has been a labor of love ever since. Good job
I keep forgetting KC is working on this and get hyped with every new video lol
Imagine being such a good game dev on one particular niche that in two hours you have fans pushing it up!
Pushing what up?
@@jerrebrasfield4231 the videos views with algorithm boosting.
don't get me wrong, creeper world are a amazing game series , but we need to be a awful lot more to make an impact on the algorithm. especially for a development progress video.
i would like to be wrong here, belive me
you could have acid, that damages ships and metal and you could add a "metal eating compound" that is created and doesnt eat your ships. I like the idea of there being a choice to invest into making a substance or risking the acid to get in the way.
Deffinitly becomes an "do i want to go risky and save time, or slow and risk the enemy building up more" desicion. Which is a dilemma strategy games should have.
Instead of "metal eating compound," I think "nanites" or "gray goo" would be good.
@@FlyingDominion I agree.
Love it! Couple things i'd like to point out a few ideas (and i know it's all still in flux):
- Sand should slow down the flow of ship movement significantly, and the sand's flow direction should affect that too.
- Ships trying to move into sand must spend additional effort to displace the sand out of the area they are occupying. This may require sand compression to work to allow ships to do that in tight spaces. Compressed sand stacks the friction penalties.
- Sand should not flow like water, it should be slow, however, it should also interfere whenever you try to build anything on top of it, like, if you want to plug that hole leaking sand - the sand should slow the shield construction significantly on the pixels the sand is flowing through.
- Lava should damage ship pixels as they move across, but there could be a campaign upgrade to make the ship pixels avoid lava as they move.
- Lava should be more viscious and resist flowing with just one pixel. I'd love to see lava to flow faster with 3-4 pixels of height, but move slower or none at all when it's just 1 pixel. This way, with just one pixel, lava wouldn't flow or flow very slowly, but opening a tunnel with 3-4 pixels would make it easily flow through it
45:33
Cybertron system.
Looks like The Transformers also got found by The Creeper.
Yess! So excited for this game. Best wishes for your programming journey, and happy holidays! I hope the development process goes smoothly.
After 405 hours of CW4, I can't wait to play this, it looks so fun
712 hours here
I was slightly skeptical about this, being someone who found out about CW only with the 4th game, I wasn't sure how it'd work side on like this, but this genuinely looks amazing, the mechanics look extremely fun to mess with, the terrain manipulation, overall, I love it. I can't wait to play it, and I can't wait to see what people come up with for custom levels :D
Making the ships customisable like in particle fleet would add so much replayability to this title.
Pretty please 😅
I'm pretty certain the customizable unit tools were already shown off in a previous video! I remember thinking it was like particle fleet and CW4.
I love this pixel style with the simulated materials like water and lava and acid and all that, reminds me of Noita, which I also love.
Eagerly awaiting for this games release, this series has often satisfied the slow thoughtful strategy that I don't see often in other games. Keep it up :).
Oh boy, wishlisted this moment! It looks awesome. I'm still playing the older parts and I love that game concept so much.
Cannot wait! KC has been putting out my favorite games for more than 15 years... Keep it up man!
How about systems deep inside nebula so they are occluded from any direction, but if an area is completely encircled by sensors it can be penetrated. This allows you to make areas that must have all surrounded systems beaten first.
This is... INSANE !!!! 😲😲😲😲😲
No game have ever had this kind of gameplay.
The level of physical laws used in this one (fluid dynamic for instance)... Holy crap !!!
Goddamit, it is quarter past midnight and I was about to just put on a song while I brush my teeth and then go to bed. Only to see this video having been released 2 hours ago. Guess quarter past one is also a great time to go to bed, right?
Oh and the top part of the map looks like a happy face with a wide grin and cat ears to me, at least at the start of the mission. I like it
Did you make it to the end of the vid? There was a new "unit" unveiled! Its so cool we can move the [new unit spoilers] this time (lol i dont want to spoil the surprise if you fell asleep)
Id say a peek at the new unit and the galaxy map reveals were worth the late night.
@@ajax4165 Oh, I did make it to the end. The teleporter is neat.
I am not sure I like how the lava managed to block the creeper near the end. I think it would be neat if enough creeper pressure could push out lava through a tunnel system
Some ideas, unsure if you already have this sort of stuff. 1) Carriers, these could spawn upto a max limit of fighters/bombers and they are given a path to patrol, they can die and take time to replace (like an ammo for the carrier).
2) Drillers, they just dig straight down and have a UI you can tick that can stop or start them.
3) Protection drones for bigger ships, they patrol in a circle around the ships with short range lasers/machine guns/missiles (maybe a blank template that you can upgrade to different weapons).
4) Sonar/radar pulse, it will trigger every X seconds and spread out like a wave, this may reveal hidden enemy bases/resources that are hidden with normal fog of war.
5) Throwers/Spreaders, these take a liquid and spray it in said direction. You can fill them using transports or some way to funnel the liquid to them. This could work for fire/lava/water/gase/acid etc
Oh nice, will watch it tomorrow morning with my Coffee. Can't wait to Play this ❤
Absolutely love the Creeper World series of games. Discovered it with Particle Fleet: Emergence which is still my favorite of the series.
This game is looking so damn good, its just so damn satisfying!! Great work!!!
My god. Every time its something new. And this new is perfect! Every part of Creeper World are different, but the same. You don't getting bored playing this games. Hoping getting some real global things in future. AND MORE DAKKA!!
your games are always so interesting, keep up the great work!
One of the few games I am actually looking forward to, I really want to play this ^^
This really feels like creeper world 2
Automatic like!
Something that would be interesting (and necessary) these days is controller compatibility or optimizing gameplay for the touchscreen.
This IXE reminds me of the rise of Flash, ActionScript is still my favorite programming language.
I look forward to playing when it comes out =)
It would still be difficult to control a cursor with only a joystick.. thats been an issue for all RTS games. At least we can pause in these games lol
I can say CW 3,4, and particle fleet can feel easy to play on steamdeck. Once you get used to a good controller config, it feels just as good as playing on kb+m.
The touch pads for mouse and hotkeys help. The back buttons are mostly modifiers like delete, shift, middle mouse, etc.
I could easily see these games on a phone once touch input is figured out. That would be sick.
@@ajax4165 I agree.
RTS demands a lot of camera control, groups and shortcuts in general, which ends up making it difficult to implement compatibility with the controller.
I ended up using the Controller Companion to play CW3/4 and Particle Feet, like Starcraft on the N64, it requires a good amount of time to adapt, even using it in conjunction with the touch.
At least today we have more buttons and two analog sticks. :P
I love that you included the Transformers home world.
Heck yeah, can't wait! CW is a series I keep coming back to because they all share a rare quality - Every time I launch one, I know I'm going to have fun.
I just can't think of another series of games that takes such a simple concept and makes it so unique every time.
The pixel graphics looks neat, and I'm so excited that you brought the composer from 3 and particle fleet back!!
This looks SO SATISFYING to play. I'm so excited
Love your games, played all of them. I like scenarios better when there are multiple ways to solve them. CW4 felt a bit weird because almost every level was like a puzzle with one right solution. I hope IXE will give players more freedom.
This is very exciting! I love your games, and this installment looks like it will be another fantastic experience! Thank you for making such fun and clever games.
Quite the interesting look and design for the next gam
Absolutely excited for this, I've been hoping you would revisit the 2d theme!
All of your creeper world games have run well on my potato PC (30 fps unless its high speed and/or a ton of stuff at once) so I cant wait for this
Huh....
The FTL system looks like the Warp Drive of CW3....
This must be after Rift Space got sealed off.
I like that you’ve got a system named Cybertron. Priorities in straight.
Very interesting change of concept in this CW.
I played all CW but the one which most stood out for me personally, was CW 3, in which I put more hours than I should :)
I don’t think the upgrade window needs to be moved, but having it minimise down where it is (above the ship image) to just show the resource would be perfect.
That would be great so that auto upgrades can be "set it and forget it."
loved the idea of anticreeper acting like a sprinkler
I'm at 47 min now and this is very intresting. I jumped on this train at CW 3 and got stuck. To my joy CW 4 was announced a month after. Now, and a while back, IXE is shown and i want it. Very good job at these games!
Can't wait for this!
Only played CW4 and love it and was kind of not liking this concept when announced, but seen this and I'm excited for this game. Good Job!
Amazing! So much progress.
Looking forward to more features, and eventually polishing of cosmetic on ships. Great work!
love all these games so much can't wait
Can't wait. I NEED this ASAP
Yeah, shields seem a little strong right now, but I'm sure that's easily fixable!
Either different types of creeper that have different levels of corroding, or perhaps more dense creeper corrodes faster, or the shields start weak but can be steadily upgraded with resources, or even investing resources to slow the active decay of the part of the shield that is directly exposed, asymptotically to the point of almost no damage (with the more resources invested, the tankier the shield)
Either way, I'm sure all of these factors can be easily tweaked in the editor anyways. Keep up the good work!
Looks great
Can`t wait to PAC and FPS vertions of IT :D
So excited man
I have hundreds of hours in CW and particule fleet
Ur games are aways so great
It may be in ur mind already, but will there be a way to create or terp in these custom materials like acid, sand, etc?
The lorry can move the substances around. Are you asking for something like a chemical factory to combine substances into new substances?
very very excited for this game. i can see so many cool custom levels in my head right now
Eyyyy it's the man who designed my childhood games! Have always loved creeper world, am wondering if you have had a look at Noita, as it's taken the idea of simulated particles to a whole new level. Might be a good source of inspiration.
With the system editor there's so much potential for custom campaigns that span their own galaxies and I for one am excied to see what happens as this series continues moving forward.
This is at the top of my steam wish list every time i look at it i get hype for this game ive loved every game you have made man keep it up
I love this kind of cw2 style
Thats awesome, i love your games!
I'm so excited to play this!
To prevent ship particles from getting caught by little waves of moving creeper (and other nasty things) so easily, you could apply a blur filter to the weight penalty map. Then the particles will not only avoid just the creeper, but will try to keep a bit of distance.
Gaussian blurs have a nice property that they're separable - if you do 1 pass blurring only in the x direction, followed by a pass only in the y direction, it's mathematically equivalent to directly summing up the entire blur kernel naively, while being asymptotically faster.
Awesomeness continues.
23:17
Exactly, Mister Wall!
That part of making the acid fall on the metal reminded me of sugar, sugar. Anyone else feel the same?
this game looks like the old sandbox games on mobile I used to play
Looking real good. Cant wait to get my hands on it. I do hope you do some interesting alchemy to discover with the falling sand physics - both things that are good and bad for the player.
I did not except the ships to move like that. It's kind of neat actually, that each pixel is considered a portion of its health.
I can't wait to play this; even a demo
I think it would be fun if you could make ships for just the current mission, similar to how in other games you built turrets, rather than having a set loadout when you enter a mission, maybe it could be very energy expensive, to where the ships you build are either less effective or less energy efficient, so they consume much more energy than the ones in your fleet (mainly because I love the expansive crawling warfare of the previous titles)
I'm currently at 732 hours in CW4 this year. I might have an addiction, and would love to sink my teeth into this game ASAP. Please? Pretty please!
Can't wait for IXE!
Yay!!
The star/galaxy system seems flexible and easy to use, would it be possible to add support for custom player-built galaxies/campaigns?
I don;t know if it's going to stay, but I did like being able to build nullifiers out of range, then move them into range.
Looking good! I still play 3 and 4 all the time, looking forward to getting my hands on this new imagining.
lets gooooo
Thanks for sharing. Are you closer to a ballpark release date?
Looking forward to this!
it looks like a really good game and i can't imagen how it will be on the release i subbed
"why so world?" - the creeper
a new version to add to my wishlist
I'm incredibly excited for this game!
cant wait to get my hands on this game :-D
Looks great!
Unfathomably excited!
What if instead of crux for the upgrade resource, you flavored it as data? Sensors collecting all kinds of information for every instance of creeper destruction which can be used for theorizing, simulating, and developing upgrades.
Looking good, can't wait to get my hands on this. :D
Someone needs to show this to Tom!
Love seeing progress and new info on creeper world. Ive played since the first flash games. So i understand that you collect new ships over several missions, will there also be uppgrades that carries between missions? Like 1-5 slots in the mothership for upgrades? More max storage, packet speeds, max number of possible ships to bring on a single mission increase, stuff like that?
Currently it feels like the water is turning into gravel and not the lava, might be better if the lava is the thing that turns into gravel when they touch.
Creeper world of sand!
you really need to be better at naming things.... GreenITE, blueITE, FlowITE. I feel like -ite and -ium names are a bit to common in the Creeper universe.
It was blueITE, greenAR and redON.
T H I S I S S O C O O L!!!
i prefer the CW3/CW4 style, but i like to give this a try.
There are a ton of people that would love to help you beta test the game when you get to that point. I'd love to play!
I want to know when we get to play!
does lava also destroy the metal? should it balance wise? (would there be different kinds of metal?)
woooo!
Not sure if you can keep that system named Cybertron, but I know it's probably just a placeholder.
Early Release / Playable Alpha when? I just 100% anniversary edition and CW2 and I'm jonesing over here!
Interessant
Lava completely stoped the creeper