With this new perspective it feels like mortar range should increase when firing from high terrain to low, and conversely cannon range would decrease. I'm interested to see how you utilise the vertical space. Love the waves.
Adding line of sight restrictions based on terrain could add some additional strategic thinking required on the placement of the units, and similarly, height different range extension for ballistic projectiles would benefit players that are more careful with where they place their units.
The 3D camera really helps to quickly visualize the state of the terrain and the creeper, something that I've been struggling with in the past games. My only concern is how creeper above the max visualization height looks. Right now it looks like it just clips it visually with no easy quick way to tell if its height 50 or height 500.
In CW3 -played custom maps that had emitters dumping 2000 creeper. You can survive a lot more than height limit of your defences are good enough. (Bertha Cannon firing triple shots does not punch all the way through, but it makes one hell of a crater!)
Couple things; first the turret's ammo storage would look really snazzy if it was a ring around the bottom, that when it depletes it would shrink like a pie graph. Secondly it would be cool if you blanced energy and land efficiency as inverse to each other. Like maybe the solar panels are cheap to make but don't yeid much, and the collectors would yield a lot but cost alot. If they couldn't coexist like the reactors and collectors did in older games it would make for an interesting blance. Do you go the cheap way but are restrained by the area, forcing you to fight back the creeper to get a good income or do you go the expensive and space efficient route that would make any mishap devastating and slow the building of your intial base?
Solar, Collector, and Reactor. Going from cheapest to most expensive, but from least efficient (power per area) to most. Would be really cool to have all 3!
Maybe Solars are similar to collectors in that they cover a range, except solars do it much larger, so maybe if you put a solar in a right place, it would become at its largest and produce more than a collector. Oh yeah maybe a daylight cycle or something, maybe that's a little too much for an energy source.
if the creeper is produce at a constant rate then this idea will be op but if the creeper production is increased as time goes by then it will make it a challenge between more power to kill creeper producer later to just be overwhelm because not enough gun or risk killing the creeper producer asap with shit power to just be killed by being overwhelm with no power. to make it more challenging when one creeper producer is destroyed, it will cause the remaining creeper producer to increase the rate of creeper production or increasing the creeper production limit.
Mohd Afnan Azmi In creeper world 1 the creeper works like that. Having the creeper produce at a constant rate makes for a dull game in three phases: the phase were you are scrambling for survival and energy, the phase were you stabilize your lines and build defenses and energy infrastructure to mantian try to kill the creeper as fast as it produces, and the last phase where kill it faster than it spawn you prepare and maneuver across the map. The last two phases are quite dull as victory is more less assured and the only factor is time. Waves could put you on your toes second part but I like your idea that over time the rates of spawning increase, space efficiency is the best when the player is constantly worrying on gaining and losing ground.
I'm imagining an AC weapon that uses those waves. A "Thumper" that creates waves that forces AC into coves and such the way you were talking about the Creeper doing it to you.
What about an "attractor"? Something that acts like a magnet for creeper, allowing you to potentially divert it and/or concentrate it for easier destruction?
This game series has come a long way I remember all those years ago when I found the first creeper world demo on addicting games then feel in love with it so I bought it, keep up the good work and thanks for all the hours of entertainment you have brought me over the years :)
actually he want a building that fire AOE damage where the building land. Since you can move all building in this game (they fly) so it a good idea I think :/
Yep I recall each map represented a planet. Would be interesting to have micro cannons that only take up one square. Of course, that's still several city blocks!!!
I'm so happy to see another Creeper World on the way. I often mention CW to friends who are into games like Factorio. Also those wave effects look super awesome.
with creeper world getting more advanced, it makes it look great and awesome. Though I know your still making 4 it makes me wonder, if 5 we could get an actual world? aka A sphere world lol. Again I know thats far out but it popped into my head.
Have to disagree with you that it was bad, I personally loved it, and I think a spherical world might be intresting. (although a toriodal world, connecting alll the edges on a polygon, would be just as intresting and possibly a bit easier to understand.)
I'm impressed with the development so far. Even thought you did quite a feat in creating a "liquid" enemy and height rules in a 2D environment in the previous games, I think that CW's overall idea fits better a 3D game. Although, since it's 3D now I think it will become harder for map creators to create custom models for CRPL entities. Only thing that I don't like is the "spike" that appears when a Emmiter generates Creeper, but I imagine that's temporary.
Also, I am curious if the 3D space is going to be utilised in some way, like for example having caves or bridges? As an optional extension to caves/bridges, they could also be collapsible structures which change the terrain by collapsing if too much stuff is placed on top of them or if creeper waves erode them too much. This would open new possibilities, such as creeper volcanoes: a creeper emitter placed in a sealed cave, which eventually begins to accumulate pressure and then bursts open. A map could start the city off on top of such a volcano and the player would have to work his way out to a safer location before the volcano erupts.
I'm already in love. This is going to be amazing. Now I'd like to share my unsolicited ideas! - A structure/weapon that doesn't do anything except explode massively when it dies, killing creeper in a huge area, you can move it like a normal building into creeper to detonate it - The lava at the bottom layer of the terrain should burn up a little bit of creeper, it would make having moats more fun - More ways for creeper to screw you (besides artillery and slow fluid spreading) That being said, it's already looking amazing and I can't imagine being disappointed in any way by any game you create, I haven't yet and I find it a safe bet that I never will.
First, I will say I have greatly appreciated all the KnuckleCracker games since I first experienced Creeper World (1) in ? 2010, and I am very impressed with the progress on the Creeper World 4 version. I definitely like the 3D features, and I also see the potential directions for this to take in future versions. As Kingnight posted in their comment, I am also hoping Virgil will be able to leap over whatever barriers there are and make it possible to create 3D planets and even other shapes of objects in another version in the near future. Such a leap would make it possible to include such features as the subterranean battles we fought in Creeper World 2. I found the underground nature of CW2 very exciting, and with the addition of 3D space in the game, it would be possible for Virgil and other mapmakers, if they choose to do so, to create many different kinds of missions -- some on the planet or object's surface mixed with battles down in the caverns; also, Virgil and other mapmakers could create maps/missions which were exclusively on the surface or underground. You could have an emitter located deep within a cavern which is spewing forth creeper out onto the surface of the planet; the only way to complete the mission would be to find a way into the cavern and cap off or nullify the problem emitter. I can imagine providing such an active 3D space would increase the computing requirements and other game mechanics, but if it is at all possible, I believe the benefits would be great indeed. In another post, I would like to propose another even more radical underground feature; coming soon.
I'm just imagining playing as an engineer or something scrambling around the defenses repairing and such, then seeing the huge wave. Like, damn. That angle was amazing!
remember when you put collectors/relays down connected by only one and accidentally build basically an outpost of defences... then moved the turret and the packets no-longer flow... fun also the collectors in this seem very much like the ones made in PF:E... still, liking how its progressing
The massive creeper wave right before the recording was interrupted looked pretty awesome. Maybe inspired by this you could add a creeper nova event, which will happen at certain points or in certain intervals in missions.
Between Creeper World 1, 2, 3, and Particle Fleet, I have logged well over 300+ hours on these games, and just from this (assuming it can run at 4x speed without too much frame stutter thus rendering running it that fast moot) I can see myself playing this for another 200-300 hours, at least. Great work man, can't wait!
Played Particle Fleet & just discovered Creeper world with the 3rd one. I like the concept and the world you present in the storyline. And this looks really great already. Definitely crafted with love. Keep it up !
What if you made a string enemy that had the ability to extend an contract, and could be woven into yarn stuff? That's be a cool use of physics. Also love the fact that collectors don't relay
dude, just aying, i personally dont really mind watching 30fps, it loads faster and although doesnt look butter-smooth, you should save 60fps videos for more important videos like trailers and stuff
Great stuff again. You could do some cool things with that camera view like build some POV view for things like weapons and main ship. Also, Creeper tsunami Armageddon is too cool to not use as a game concept :-).
Virgil this looks amazing, I'm really looking forward to seeing where you go with it mechanically and in terms of the story especially after the bombshell at the end of CW3! I also loved Particle Fleet even if it's not canonically a sequel.
Terraforming Pod (TERP for short), lets you mark the ground for raising/lowering and will slowly dig/build where you mark one tile at a time until all terrain in its range is at the desired height.
I picked up on this awesome game years ago. Glad to see it actively innovated to evolve. Can't wait to see this hit the open world. Thanks for all the hard work. Keep it going.
Wow. That's some awesome physics so far! I didn't know we'd be getting a new Creeper world game till I saw this! I'll definitely be watching for it. :)
holy molly WHY DID I MISS YOUR GAMES ? How did i not hear of them before O.O. Gonna try the old tittles right now and can't wait for this one it looks AMAZING.
I loved the precedent one and I love the way you work (and play) with this fluidish dimension of gameplay, which is still pretty rare and new in RTS genre. My interest for your games is almost scientific :p And in any RTS (since Dune 2, then C&C, RA, Warcrafts, and so) I always loved the notion of front line you have to hold, and push, step by step, every bit gained with hard fight. Even if almost none RTS are really made to play this way, I often managed to turn every game in this kind of "almost balance". One TD managed to be pretty close to what I like : Harvest Massive Encounter from Oxeye Game Studio. But your games can't be more close to what I love to do with RTS since Dune 2. Thanks a lot for that.
dude, you're amazing, i have been playing creeper world for many many years, started on the online games XD ... so awesome to see how you've improved, i love the 3D
Because the connection between two tower/pylons has a set height now and land can exceed this height the connection can go though the land in some kind of tunnel. Is this supposed to happen or can a connection only form when there is line of sight?
Creeper tsunami, waves and ripples, I love them all! It would be terrifying/ awesome if there would be creeper weapons that do such huge waves. Or defence weapons that make such waves to push creeper away. That mechanic is so great!
Oh wow, its been a while since I played creeper world. Unfortunately couldn't follow into the paid 3rd edition, but my pick up 4 once you finish. Happy to see the new features like the waves.
Wowza, I don't know where I've been to not have seen this sooner, but man is this looking great! Looking forward to this much more than any AAA game in recent history. Definitely getting this one on release :)
That would be an interesting concept for a mission, a weapon that creates "Creeper Tsunamis". The weapon could've been created by a previous civilization as an attempt to make a device that pulses away the creeper on a massive scale, but the weapon never got destroyed by the creeper, just repurposed.
With the free angle mode, I would love to see a replay feature so I could make a video in which shows the POV of two different units or whatever. I could imagine it now, two cannons who can talk, and their adventures through a level.
maybe cheap walls with the height of 1(Where you can not build on top of) would be a nice addition to protect against the waves/ splashes instead of that dampening tech? Might give a cool fortress look to fortified positions. Oh and I just wanted to say that this game looks Amazing! I would play it in its current state and likely already love it!, so glad I found this :)
Suggestions: 1.A Creeper structure(call it a "Sponge")that soaks up Creep over time, then releases all of it when destroyed, releasing single, sudden tsunami on whoever destroyed it. 2.Another Creeper structure(call it a "Thumper") that cyclically sucks up and then releases Creeper around it, driving a periodic series of pounding waves.
Hi, I love all your games since the time I found your flash Games on Kongregate. Nice to see that you still follow the same concept and bring more content to your universe. Thanks for bringing me hours of fun. One question regarding your engine: How are you modeling the waves? Do you use an out of the box physics engine or did you write your own numerical solver for the Navier Stokes equitation?
Thank you for doing the "top down" check box. I definitely prefer that one. I've enjoyed all the creeper + particle fleet game(s)! Creeper 4 looking good!
Dude, I played your first game over a decade ago, soon after you released it. Loved all three of them over the years and still play them every once in a while. It's a very unique concept and I can't see why the concept hasn't caught on with larger developers... oh well, you get to enjoy having a monopoly on battling the goo! I can't wait for CW 4 to be released, it looks awesome so far. One question since you removed end-point lines showing up 24/7... can you make a visual display to represent when a unit get disconnected from the network? Like if a node gets destroyed or you move a turret out of range maybe have it flash yellow or have a symbol flash on it (like a lightning bolt to symbolize no energy or a connection break symbol (google it). Also, in the old games you can visually see how high/thick the creeper is and that gives you a quick reference on how dangerous it is and how likely it will over run a plateau. any plans on that here or are you preferring the smooth even look?
Wow. I am hooked! At first I was skeptical about the change to 3d (I saw like the first minute of the first video about CW 4), but now it already looks so great! It feels really much nicer than inn 2d, much more alive
yep the waves stuff is cool, i really really hope there's gonna be tsunamis in this. just like the spor shooters. would be a shame if this new wave stuf is only for show and a bit of spalding. really love the new life it gives :D
O.O that "Free Angle" tho and the explosions when the towers go, COOL!!! Also a thought: why not bring back those old walls from Creeper world 1? They could be built with packs in range of the smaller towers, be infantile tall but degrade when creeper touches them. Also they could take up the space form the collectors as well to have a pro/con use with them ^_^. PS: that wave at 22:40 O DEAR GOD THE HORROR!!!!!!!
One thing you could to to save hard drive space while recording, is video compression. It will cost a little bit of quality. But it can save over half the space.
I would love to see rockets from CW2 in this game as some sort of torpedo, where it goes a certain distance before the creeper eats away the armor and it detonates deep in creeper pools.
Periodic creeper tsunamis, perhaps generated by per-minute "thumpers" should totally be a new thing. Imagine using wave dampeners to prevent your base from totally flooding.
Oh wow, just stumbled on this channel. Creeper World Arc Eternal is one of my favorite games. Not a huge fan on the 3-d stuff but I'm sure the game will turn out excellent. Absolutely picking this up when it comes out.
I still prefer the solar panel kind of energy collectors. Wish for the return of all the things we had in the past games: we have the blaster and mortar The others are: (list of my wishes for this new game) -low cost reactors -ability to increase energy storage and packet speed -something to take down things such as those phantoms that come out and put creeper on our reactors from behind if we didn't --have such defense and make it cost less packets to build. -something that flies over and attacks creeper from a distance -make sure thor still exist in this game -I wish for wireless packets instead of those towers like cw2 and that creeper blocks packets and they need this thing to light up -to advance the mission. -something needs to mine ore for anticreeper -something to give us the points needed to do the tech upgrades -a buildable decayable wall -the microrift, makes it good for some maps to connect using microrift to a remote location with creeper in between to try to defend something in that area behind the enemy. -A real nullifier that can nullify emitters totally and a low cost one that does what it did in an earlier video -A repulsor the is between the cw2 repulsor and cw3 shield where it can push creeper and anticreeper, but can control it to only work in an arc instead of a whole circle and control how large or small it can be -a conversion bomb -a dark beam -a weapon that can freeze a small area for a certain time -a weapon that can dig terrain like the mass artifact of odin in cw3 -the bertha from cw3 it can make a huge splash wave of creeper in this game -something that can carry some energy, ore, or research units that can immediately be used in a mission that has a difficult start -the siphon unit in cw3 -for the void to continue to exist in this game -even if you do a microrift, would still like to see the guppy exist in the game including making a guppy that can transport energy from a distant island back to the base -for the terp to continue to exist in this game -for the other flyer that can drop anticreeper in a distant area -for the sniper to return and can snipe those enemy units that can either act as drones and come to kill our units or act as those runners that shoot stun things at our units -for the digitalis to exist in the game and be 3d-ish where a unit of digitalis can connect to another digitalis unit on any of the six faces of the cube shaped unit of terrain. -last would be not only more than one command, but possibly more than 3 command units that produce some energy each and be able to allow us to have multiple bases. Forgot: the powerzone, maybe we can become able to build it instead of spawning on death of emitter? Will the crazonium walls in cw1 come back where they also block packets? I doubt all our wishes can be added to the game, but we should be able to get the rest of them with (4)crpl.
+knucracker what are you using to make those models? i would offer to make some more scifi-esque models for free for you if you want and im familiar with the software. i love the concept of CW
Sorry if this question has already been answered, as I just found out this channel was a thing (thanks reddit). How will bombers and bertha cannons work with the new fog of war-esque mechanic? Will they even be making a return? Will we have scanners or something? Thanks, and keep up the amazing work!
Just found out this was a thing: its looking pretty cool. I love the previous creeper world games. One thing im wondering, its sorta a request really but in previous games once you have set up a decent defense it feels like the creeper doesnt idk the term.... i guess "scale" as well in difficulty. Like i realize according to the game stats the emitters produce more in previous games as time goes on, but it never feels like thats the case. So i guess my request is to make it so either more fire power and energy is needed as time goes on as each emitter produces increasing amounts of creeper, or maybe as each emitter is capped off or nullified it instead causes the others to produce large sudden waves on rare occasion. You to add difficulty?
Well done my man! Definitely on my list to get! Imagine a creeper bomb making a tidal wave like that! lol Maybe another game enemy.. a creeper bomb.. set to go off in 10min? if you dont disable it in time.. BOOOM... creep bomb tidal wave!!!!! Some suggestions to toss around * Creeper mortars - instead of oozing creep, it flings creep into the air to spash in its area (similiar to your mortars). Think of them as protectors for the inhibitors. * Creep AntiAir - Same as the old ones but these can target the Creeper mortar bombs as mentioned above. Or..... Shields - (always thought it made the game a too easy) maybe instead of actually shielding away the creep, it just dampens waves in its field. As a secondary bonus it could protect you from Creeper mortar fire.
I’m new to creeper world and I have a question or two. Where does the challenge come in? Resources doesn’t seem to be an issue and creeper is easily held off. Could there be a first person mode? That would limit you view as well as movement around the map. Venturing out to find the emitters and running away from creeper sounds like fun. Love what I see either way and I would love to purchase the game when it’s out.
With this new perspective it feels like mortar range should increase when firing from high terrain to low, and conversely cannon range would decrease. I'm interested to see how you utilise the vertical space. Love the waves.
Adding line of sight restrictions based on terrain could add some additional strategic thinking required on the placement of the units, and similarly, height different range extension for ballistic projectiles would benefit players that are more careful with where they place their units.
@@TiagoTiagoT It quite does now :)
The 3D camera really helps to quickly visualize the state of the terrain and the creeper, something that I've been struggling with in the past games. My only concern is how creeper above the max visualization height looks. Right now it looks like it just clips it visually with no easy quick way to tell if its height 50 or height 500.
either way, high is high... maybye a log scale would work better for creeper hight, +knucracker?
Just a guess, but I'm pretty sure if you ever get any creeper above max height, you've already lost
He explained how he handles it in one of the older videos. Basically the higher the layer is the denser it is or smth.
In CW3 -played custom maps that had emitters dumping 2000 creeper. You can survive a lot more than height limit of your defences are good enough.
(Bertha Cannon firing triple shots does not punch all the way through, but it makes one hell of a crater!)
your new creeper world looks great!
AMAZING!
yes
A trick: you can watch series at flixzone. I've been using it for watching lots of of movies these days.
@Yahir Davion Yea, I have been using flixzone for since december myself :)
Taking it to 3D, Interesting, Looks really nice.
Man I so wanted to see the impact of that wave. What a cliffhanger xD
Couple things; first the turret's ammo storage would look really snazzy if it was a ring around the bottom, that when it depletes it would shrink like a pie graph. Secondly it would be cool if you blanced energy and land efficiency as inverse to each other. Like maybe the solar panels are cheap to make but don't yeid much, and the collectors would yield a lot but cost alot. If they couldn't coexist like the reactors and collectors did in older games it would make for an interesting blance. Do you go the cheap way but are restrained by the area, forcing you to fight back the creeper to get a good income or do you go the expensive and space efficient route that would make any mishap devastating and slow the building of your intial base?
So kind of like reactors and collectors?
Solar, Collector, and Reactor.
Going from cheapest to most expensive, but from least efficient (power per area) to most.
Would be really cool to have all 3!
Maybe Solars are similar to collectors in that they cover a range, except solars do it much larger, so maybe if you put a solar in a right place, it would become at its largest and produce more than a collector. Oh yeah maybe a daylight cycle or something, maybe that's a little too much for an energy source.
if the creeper is produce at a constant rate then this idea will be op
but if the creeper production is increased as time goes by then it will make it a challenge between more power to kill creeper producer later to just be overwhelm because not enough gun
or risk killing the creeper producer asap with shit power to just be killed by being overwhelm with no power.
to make it more challenging when one creeper producer is destroyed, it will cause the remaining creeper producer to increase the rate of creeper production or increasing the creeper production limit.
Mohd Afnan Azmi In creeper world 1 the creeper works like that. Having the creeper produce at a constant rate makes for a dull game in three phases: the phase were you are scrambling for survival and energy, the phase were you stabilize your lines and build defenses and energy infrastructure to mantian try to kill the creeper as fast as it produces, and the last phase where kill it faster than it spawn you prepare and maneuver across the map. The last two phases are quite dull as victory is more less assured and the only factor is time. Waves could put you on your toes second part but I like your idea that over time the rates of spawning increase, space efficiency is the best when the player is constantly worrying on gaining and losing ground.
I'm imagining an AC weapon that uses those waves. A "Thumper" that creates waves that forces AC into coves and such the way you were talking about the Creeper doing it to you.
The Outcast example, the shield, instead of just a constant expulsion field, it’s a much larger and strong/weaker on/off aoe wave machine
What about an "attractor"? Something that acts like a magnet for creeper, allowing you to potentially divert it and/or concentrate it for easier destruction?
This game series has come a long way I remember all those years ago when I found the first creeper world demo on addicting games then feel in love with it so I bought it, keep up the good work and thanks for all the hours of entertainment you have brought me over the years :)
How about, when some of the heavier buildings(your decision) land in Creeper, they actually create a splash?
like a shock generate tower?
Yes.
+Mal Le Nhat Khanh He's probably talking about the weapons that move.
actually he want a building that fire AOE damage where the building land. Since you can move all building in this game (they fly) so it a good idea I think :/
and I think he want that ability on turrets which will be very useful
This makes me wonder though. What is the in character scale of the Creeper World games? How big is like, a cannon? The size of a tank? A building?
In the earlier games a cannon was roughly 1/4 or so the size of an entire city.
Oh, wow. That is a lot bigger than I thought.
Oh, that's right! The measure of Odin City was only, what, 7x7 tiles?
Yeah, the bases are entire large cities. So that kind of gives a good sense of scale.
Yep I recall each map represented a planet. Would be interesting to have micro cannons that only take up one square. Of course, that's still several city blocks!!!
I'm so happy to see another Creeper World on the way. I often mention CW to friends who are into games like Factorio.
Also those wave effects look super awesome.
with creeper world getting more advanced, it makes it look great and awesome. Though I know your still making 4 it makes me wonder, if 5 we could get an actual world? aka A sphere world lol. Again I know thats far out but it popped into my head.
Please no spheres. That just doesn't work for strategy games.
What about Planetary Annihilation?
I know about Planetary Annihilation, and that game is really bad - because of the spherical map (amongst other things).
interesting idea
Have to disagree with you that it was bad, I personally loved it, and I think a spherical world might be intresting. (although a toriodal world, connecting alll the edges on a polygon, would be just as intresting and possibly a bit easier to understand.)
I'm impressed with the development so far. Even thought you did quite a feat in creating a "liquid" enemy and height rules in a 2D environment in the previous games, I think that CW's overall idea fits better a 3D game. Although, since it's 3D now I think it will become harder for map creators to create custom models for CRPL entities. Only thing that I don't like is the "spike" that appears when a Emmiter generates Creeper, but I imagine that's temporary.
I just found out about Creeper World through NerdCubed today. I'm so glad that I found your channel and I will definitely keep up on your game.
Cyanoodle Awww, you're able to play them all for the first time? I'm jealous :)
Every Creeper game just builds and gets better
im gona have nightmares about creeper tsunamis, take my money please
Also, I am curious if the 3D space is going to be utilised in some way, like for example having caves or bridges? As an optional extension to caves/bridges, they could also be collapsible structures which change the terrain by collapsing if too much stuff is placed on top of them or if creeper waves erode them too much. This would open new possibilities, such as creeper volcanoes: a creeper emitter placed in a sealed cave, which eventually begins to accumulate pressure and then bursts open. A map could start the city off on top of such a volcano and the player would have to work his way out to a safer location before the volcano erupts.
I'm already in love. This is going to be amazing. Now I'd like to share my unsolicited ideas!
- A structure/weapon that doesn't do anything except explode massively when it dies, killing creeper in a huge area, you can move it like a normal building into creeper to detonate it
- The lava at the bottom layer of the terrain should burn up a little bit of creeper, it would make having moats more fun
- More ways for creeper to screw you (besides artillery and slow fluid spreading)
That being said, it's already looking amazing and I can't imagine being disappointed in any way by any game you create, I haven't yet and I find it a safe bet that I never will.
First, I will say I have greatly appreciated all the KnuckleCracker games since I first experienced Creeper World (1) in ? 2010, and I am very impressed with the progress on the Creeper World 4 version. I definitely like the 3D features, and I also see the potential directions for this to take in future versions.
As Kingnight posted in their comment, I am also hoping Virgil will be able to leap over whatever barriers there are and make it possible to create 3D planets and even other shapes of objects in another version in the near future.
Such a leap would make it possible to include such features as the subterranean battles we fought in Creeper World 2. I found the underground nature of CW2 very exciting, and with the addition of 3D space in the game, it would be possible for Virgil and other mapmakers, if they choose to do so, to create many different kinds of missions -- some on the planet or object's surface mixed with battles down in the caverns; also, Virgil and other mapmakers could create maps/missions which were exclusively on the surface or underground.
You could have an emitter located deep within a cavern which is spewing forth creeper out onto the surface of the planet; the only way to complete the mission would be to find a way into the cavern and cap off or nullify the problem emitter.
I can imagine providing such an active 3D space would increase the computing requirements and other game mechanics, but if it is at all possible, I believe the benefits would be great indeed.
In another post, I would like to propose another even more radical underground feature; coming soon.
I'm just imagining playing as an engineer or something scrambling around the defenses repairing and such, then seeing the huge wave. Like, damn. That angle was amazing!
I love your games, I've been playing for years. It makes me very happy to know you are still developing more creeper games. Keep up the great work!
remember when you put collectors/relays down connected by only one and accidentally build basically an outpost of defences... then moved the turret and the packets no-longer flow... fun
also the collectors in this seem very much like the ones made in PF:E... still, liking how its progressing
Oh, hey lightning. Crazy finding you here
The love for detail for the camera work alone is amazing.
Ah, if you are having a lot of HDD space problems you might want to get Bandicam and record with Xvid and quality 95%. Reduces filesize by a lot.
The massive creeper wave right before the recording was interrupted looked pretty awesome. Maybe inspired by this you could add a creeper nova event, which will happen at certain points or in certain intervals in missions.
Between Creeper World 1, 2, 3, and Particle Fleet, I have logged well over 300+ hours on these games, and just from this (assuming it can run at 4x speed without too much frame stutter thus rendering running it that fast moot) I can see myself playing this for another 200-300 hours, at least. Great work man, can't wait!
I was never more excited about an upcoming release! This seems to go back to the creeper world origin, FANTASTIC!!
Played Particle Fleet & just discovered Creeper world with the 3rd one. I like the concept and the world you present in the storyline. And this looks really great already. Definitely crafted with love. Keep it up !
Good. Fucking. Lord. 10 seconds in and I already want.
What if you made a string enemy that had the ability to extend an contract, and could be woven into yarn stuff? That's be a cool use of physics. Also love the fact that collectors don't relay
dude, just aying, i personally dont really mind watching 30fps, it loads faster and although doesnt look butter-smooth, you should save 60fps videos for more important videos like trailers and stuff
The ripples look really cool in the creeper! Shows the amount of action in a certain area.
Hello. I have several suggestions:
naah just kidding, love what you're doing. This is an instabuy for me.
What would be the best way to give a gameplay suggestion?
he's got a forum on knucklecracker.com
guess that would be the place
Great stuff again. You could do some cool things with that camera view like build some POV view for things like weapons and main ship. Also, Creeper tsunami Armageddon is too cool to not use as a game concept :-).
Virgil this looks amazing, I'm really looking forward to seeing where you go with it mechanically and in terms of the story especially after the bombshell at the end of CW3! I also loved Particle Fleet even if it's not canonically a sequel.
I hope we see a return of the TERPS
Whats A Terp?
Terraformer I think
Terraforming Pod (TERP for short), lets you mark the ground for raising/lowering and will slowly dig/build where you mark one tile at a time until all terrain in its range is at the desired height.
As a terp'er (not concerned about speed but rather having fun) i would love to see em too
I picked up on this awesome game years ago. Glad to see it actively innovated to evolve. Can't wait to see this hit the open world. Thanks for all the hard work. Keep it going.
Do height differences count in the length of connections? o:
Yea, you could actually see shorter connections as he was moving up and down hills I believe.
Aw man this game brings back so many memories as a child
I loved Creeper World 3
and just seeing you play at 4 in development makes me want to play too
Wow. That's some awesome physics so far! I didn't know we'd be getting a new Creeper world game till I saw this! I'll definitely be watching for it. :)
Wow. This just popped up in my recommended section. Creeper world 4 HYPE.
I just find this game 2 weeks ago (CW3) and I find it intriguing and interesting.
That's very nice you show a video of the next game.
holy molly WHY DID I MISS YOUR GAMES ? How did i not hear of them before O.O. Gonna try the old tittles right now and can't wait for this one it looks AMAZING.
I loved the precedent one and I love the way you work (and play) with this fluidish dimension of gameplay, which is still pretty rare and new in RTS genre.
My interest for your games is almost scientific :p
And in any RTS (since Dune 2, then C&C, RA, Warcrafts, and so) I always loved the notion of front line you have to hold, and push, step by step, every bit gained with hard fight. Even if almost none RTS are really made to play this way, I often managed to turn every game in this kind of "almost balance".
One TD managed to be pretty close to what I like : Harvest Massive Encounter from Oxeye Game Studio.
But your games can't be more close to what I love to do with RTS since Dune 2. Thanks a lot for that.
dude, you're amazing, i have been playing creeper world for many many years, started on the online games XD ... so awesome to see how you've improved, i love the 3D
Because the connection between two tower/pylons has a set height now and land can exceed this height the connection can go though the land in some kind of tunnel. Is this supposed to happen or can a connection only form when there is line of sight?
good to know
Creeper tsunami, waves and ripples, I love them all!
It would be terrifying/ awesome if there would be creeper weapons that do such huge waves. Or defence weapons that make such waves to push creeper away.
That mechanic is so great!
I didnt think creeper world would be back! I'm so excited for this!
Came here from Nerdcubed's video. Really excited for this game
Very humble developer. I think I'll like this game when it comes out. I've watch a little creeper 3 might even play it. Looks good!
Oh wow, its been a while since I played creeper world. Unfortunately couldn't follow into the paid 3rd edition, but my pick up 4 once you finish. Happy to see the new features like the waves.
The visuals look amazing, those waves look both scary and fun!
This would look great in VR! I remember playing when the original came out way back when. Great to see you're still improving it!!
Yes, VR please!
Wowza, I don't know where I've been to not have seen this sooner, but man is this looking great! Looking forward to this much more than any AAA game in recent history. Definitely getting this one on release :)
That would be an interesting concept for a mission, a weapon that creates "Creeper Tsunamis". The weapon could've been created by a previous civilization as an attempt to make a device that pulses away the creeper on a massive scale, but the weapon never got destroyed by the creeper, just repurposed.
Literally just bought Creeper World 3: Arc Eternal on steam just to get into the mood for when this game comes out!
wow. what a novel idea! I've never heard of the Creeper World series but consider me ENTHRALLED now!
I have never heard of Creeper World before today and my mind if fucking blown. This looks so freaking great and I'm so excited to play the others ASAP
Really excited to see the development of this game! Thanks for sharing.
With the free angle mode, I would love to see a replay feature so I could make a video in which shows the POV of two different units or whatever. I could imagine it now, two cannons who can talk, and their adventures through a level.
maybe cheap walls with the height of 1(Where you can not build on top of) would be a nice addition to protect against the waves/ splashes instead of that dampening tech? Might give a cool fortress look to fortified positions.
Oh and I just wanted to say that this game looks Amazing!
I would play it in its current state and likely already love it!, so glad I found this :)
CW4??? And in 3D?! Dang, this looks epic. And those ripples! That is going to be so cool.
.....I like how a pre alpha game of knukklestudios is a game in and of itself......
I could see myself playing this already and having fun
Suggestions:
1.A Creeper structure(call it a "Sponge")that soaks up Creep over time, then releases all of it when destroyed, releasing single, sudden tsunami on whoever destroyed it.
2.Another Creeper structure(call it a "Thumper") that cyclically sucks up and then releases Creeper around it, driving a periodic series of pounding waves.
Oh hot damn, a new creeper world! And it looks better than ever!
Hi, I love all your games since the time I found your flash Games on Kongregate. Nice to see that you still follow the same concept and bring more content to your universe. Thanks for bringing me hours of fun.
One question regarding your engine: How are you modeling the waves? Do you use an out of the box physics engine or did you write your own numerical solver for the Navier Stokes equitation?
Cool! I had no idea they were making a 4th game in the series.
Thanks knucracker :)
Thank you for doing the "top down" check box. I definitely prefer that one. I've enjoyed all the creeper + particle fleet game(s)! Creeper 4 looking good!
Dude, I played your first game over a decade ago, soon after you released it. Loved all three of them over the years and still play them every once in a while. It's a very unique concept and I can't see why the concept hasn't caught on with larger developers... oh well, you get to enjoy having a monopoly on battling the goo! I can't wait for CW 4 to be released, it looks awesome so far. One question since you removed end-point lines showing up 24/7... can you make a visual display to represent when a unit get disconnected from the network? Like if a node gets destroyed or you move a turret out of range maybe have it flash yellow or have a symbol flash on it (like a lightning bolt to symbolize no energy or a connection break symbol (google it).
Also, in the old games you can visually see how high/thick the creeper is and that gives you a quick reference on how dangerous it is and how likely it will over run a plateau. any plans on that here or are you preferring the smooth even look?
you are one of the best devs i know of..because you show us progress!
okay, you dont know alot of devs then, i can hear.
A new creeper world.... now this caught me off guard, subscribing now to prevent such stuff from happening
I hope that Creeper wave becomes one of the weapons available to them. It'd probably cost a lot of blobs or what have you, but it just looks too cool
Wow. I am hooked! At first I was skeptical about the change to 3d (I saw like the first minute of the first video about CW 4), but now it already looks so great! It feels really much nicer than inn 2d, much more alive
yep the waves stuff is cool, i really really hope there's gonna be tsunamis in this. just like the spor shooters.
would be a shame if this new wave stuf is only for show and a bit of spalding.
really love the new life it gives :D
I remember buying the first one through Email.
Keep it up, man. Neat games.
O.O that "Free Angle" tho and the explosions when the towers go, COOL!!! Also a thought: why not bring back those old walls from Creeper world 1? They could be built with packs in range of the smaller towers, be infantile tall but degrade when creeper touches them. Also they could take up the space form the collectors as well to have a pro/con use with them ^_^.
PS: that wave at 22:40 O DEAR GOD THE HORROR!!!!!!!
ALSO ALSO, demo.....whens the demo ganna drop, cause you know I want to play CW4, like now :D
>
One thing you could to to save hard drive space while recording, is video compression. It will cost a little bit of quality. But it can save over half the space.
I love the 3D mode so far, keep it up!
Also, is there going to be a terraforming system like in the 3rd game? I thought it was awesome.
Props to you!
I would love to see rockets from CW2 in this game as some sort of torpedo, where it goes a certain distance before the creeper eats away the armor and it detonates deep in creeper pools.
I CANNOT WAIT! Played all prior games including Particle fleet, always a blast :D
The walls could be an expensive way to block creeper, requiring a maintenance to not be destroyed. It would be a decent way to secure a valley.
Periodic creeper tsunamis, perhaps generated by per-minute "thumpers" should totally be a new thing. Imagine using wave dampeners to prevent your base from totally flooding.
This is looking better and better every video!
Oh wow, just stumbled on this channel. Creeper World Arc Eternal is one of my favorite games. Not a huge fan on the 3-d stuff but I'm sure the game will turn out excellent. Absolutely picking this up when it comes out.
I have watched a lot fo creeper world and particle fleet and the games look quite good, I love the new looks and everything.
I still prefer the solar panel kind of energy collectors.
Wish for the return of all the things we had in the past games:
we have the blaster and mortar
The others are: (list of my wishes for this new game)
-low cost reactors
-ability to increase energy storage and packet speed
-something to take down things such as those phantoms that come out and put creeper on our reactors from behind if we didn't --have such defense and make it cost less packets to build.
-something that flies over and attacks creeper from a distance
-make sure thor still exist in this game
-I wish for wireless packets instead of those towers like cw2 and that creeper blocks packets and they need this thing to light up -to advance the mission.
-something needs to mine ore for anticreeper
-something to give us the points needed to do the tech upgrades
-a buildable decayable wall
-the microrift, makes it good for some maps to connect using microrift to a remote location with creeper in between to try to defend something in that area behind the enemy.
-A real nullifier that can nullify emitters totally and a low cost one that does what it did in an earlier video
-A repulsor the is between the cw2 repulsor and cw3 shield where it can push creeper and anticreeper, but can control it to only work in an arc instead of a whole circle and control how large or small it can be
-a conversion bomb
-a dark beam
-a weapon that can freeze a small area for a certain time
-a weapon that can dig terrain like the mass artifact of odin in cw3
-the bertha from cw3 it can make a huge splash wave of creeper in this game
-something that can carry some energy, ore, or research units that can immediately be used in a mission that has a difficult start
-the siphon unit in cw3
-for the void to continue to exist in this game
-even if you do a microrift, would still like to see the guppy exist in the game including making a guppy that can transport energy from a distant island back to the base
-for the terp to continue to exist in this game
-for the other flyer that can drop anticreeper in a distant area
-for the sniper to return and can snipe those enemy units that can either act as drones and come to kill our units or act as those runners that shoot stun things at our units
-for the digitalis to exist in the game and be 3d-ish where a unit of digitalis can connect to another digitalis unit on any of the six faces of the cube shaped unit of terrain.
-last would be not only more than one command, but possibly more than 3 command units that produce some energy each and be able to allow us to have multiple bases.
Forgot: the powerzone, maybe we can become able to build it instead of spawning on death of emitter?
Will the crazonium walls in cw1 come back where they also block packets?
I doubt all our wishes can be added to the game, but we should be able to get the rest of them with (4)crpl.
Cool. Really like the ripples at the emitters, and waves created by the mortars.
The fact that this is still basically alpha excites me. It's already something I'd put on my wishlist X3
PS. How the heck will the digitalis work in 3D?
Man, this is such a great community!
+knucracker what are you using to make those models? i would offer to make some more scifi-esque models for free for you if you want and im familiar with the software. i love the concept of CW
Sorry if this question has already been answered, as I just found out this channel was a thing (thanks reddit). How will bombers and bertha cannons work with the new fog of war-esque mechanic? Will they even be making a return? Will we have scanners or something? Thanks, and keep up the amazing work!
hell yea a #4 i loved this game
keep up the good work looks great even in the early phase
Just found out this was a thing: its looking pretty cool. I love the previous creeper world games. One thing im wondering, its sorta a request really but in previous games once you have set up a decent defense it feels like the creeper doesnt idk the term.... i guess "scale" as well in difficulty. Like i realize according to the game stats the emitters produce more in previous games as time goes on, but it never feels like thats the case. So i guess my request is to make it so either more fire power and energy is needed as time goes on as each emitter produces increasing amounts of creeper, or maybe as each emitter is capped off or nullified it instead causes the others to produce large sudden waves on rare occasion. You to add difficulty?
This game evolved so damn good!
With walls- give them infinite height, but they require exponentially more power for the amount of creeper held back.
Oh my god thank you for adding free camera controls!!!
This is really cool, just one thing that's a bit strange is the emmiters have a huge spike of liquid on them.
Now that it’s 3D, you probably can’t send packets through walls in this one. That would be interesting.
I was wondering if there would be another creeper world game, I am pleased to see there is :) ty knucrack
Well done my man! Definitely on my list to get! Imagine a creeper bomb making a tidal wave like that! lol Maybe another game enemy.. a creeper bomb.. set to go off in 10min? if you dont disable it in time.. BOOOM... creep bomb tidal wave!!!!!
Some suggestions to toss around
* Creeper mortars - instead of oozing creep, it flings creep into the air to spash in its area (similiar to your mortars). Think of them as protectors for the inhibitors.
* Creep AntiAir - Same as the old ones but these can target the Creeper mortar bombs as mentioned above.
Or.....
Shields - (always thought it made the game a too easy) maybe instead of actually shielding away the creep, it just dampens waves in its field. As a secondary bonus it could protect you from Creeper mortar fire.
I’m new to creeper world and I have a question or two.
Where does the challenge come in? Resources doesn’t seem to be an issue and creeper is easily held off.
Could there be a first person mode?
That would limit you view as well as movement around the map. Venturing out to find the emitters and running away from creeper sounds like fun.
Love what I see either way and I would love to purchase the game when it’s out.