I seriously love the amount of effort you are putting into this game. Just the amount of stuff that makes the game better in even a simple way that you are adding really shows how much you care for the game, and the people waiting to play the game. Cannot wait to buy it when it comes out. Love these dev videos.
Lovely feature don't you think? I can imagine it being useful. You hear something blow up, you panic and go "what the hell!?" and pause and look to see the silhouette of the destroyed building and you know what got removed there... Good for keeping tabs I guess.. Plus, makes me feel good for thinking those buildings are going to heaven, yaay.
@@tehdanny682 Actually, if you uploaded the datapoints of what happens thorough the game, the server *could* verify it. Might be computation-intensive though.
Feel like I wont use half of the functions that are in this game when it comes out. That being said, it's always nice to have them IF you want to use them.
I feel like that's the key thing to variety in games like this. Making sure there are plenty of choices, but none of them are forced. Take Gemcraft for example, in that game, the 9 gems in chasing shadows only differ in special abilities. But you can combine them to have more damage at the cost of reduced special powers. Like, a good DPS gem can be made with a pure critical hit gem, but you may be inclined to try combining it with other gems. But you don't necessarily have to. For an example of a game with variety done less well, take Plants VS Zombies 2 (to an extent, the original as well,) which has certain plants being all but required for certain levels. Wanna beat Frostbite Caves? Better take Hot Potato and Pepper-Pult or you're S.O.L. Wanna beat The Dark Ages? Don't take twin sunflower without having a cheaper sun plant.
This is an awesome look into the game and it's development process. Thank you for taking the time to show us not just the game, but the "how" and "why" behind it!
Interesting as always! I'm looking forward to playing it! I've been a fan since it came out as Creeper World 1 on Kongregate, and I even vaguely remember the Plot, as well as the Mechanical aspects of Anti-Creep (essentially it is nullified Creep that introduces Apoptosis to the Creep, however for efficiency it is triggered by contact with the Creep, so it takes an equal amount of Anti-Creep to kill the Creep) I used to absolutely flood every Map in Creeper World with Anti-Creep once I unlocked it, ensuring that the Creep couldn't return or escape :P
In another video I remember you talking about a small forest and how the collectors would destroy it. I think it would be really cool if instead of destroying the vegetation, they grew up vegetation around them, like you're restoring the world from the creeper destruction.
Nah, it should be destroying the forest, CW was always dealing with the creeper with limited ressources, having to save the forest and not harvesting it for energy obviously makes the map hard, having an energy collector somehow improve the vegetation makes little sense. Maybe a secondary building wasting energy to protect the vegetation, mae an archievment of it, improve the command score if you leave the vegetation untouched or even grow it.
I saw the interview you did a while back (via a steam link). I'm sorry to hear that these games keep getting harder to make, but I think I speak for many people when I say that they always come out fantastic. Don't worry about making it too different: if they get tooo different, it won't be creeper world. It has its own unique flavour of strategy that I can't get hold of anywhere else. As long as they keep getting made, I'll keep buying. Keep up the great work, you are a one-man fluid-apocalypse simulating machine. And I love everything you've made.
Este juego hizo mi maldita infancia, encontré una hoja con todos los juegos flash que me gustaban de niño y encontré este y veo que hay el 4 y es súper epico y me encanta, si lees esto te aprecio mucho
DUDE! ... love the data recorders look ... it could be playable looking like that even, like a retro style or something. Love the progress you've been making. Keep up the good work.
*@knucracker* 0:26 Hi, I noticed a lot of clicking for placing all those collectors, could you make it possible to click-&-drag diagonally from a collector to have it make a grid of collectors automatically? It's ok if it don't build if there is an obstacle in the way, but it would also be nice if it re-tried to place it like 1 or 2 squares away too. Or add it as a base upgrade after some levels?
It has been implemented for some time you can see it in use at 0:34. If I understood correctly what you were talking about my English is not that great.
@@GreenHero4ever that was a 1-dimensional line. He was asking about a 2-dimensional area. I don't think that'll be practical to implement since you can drag a diagonal line of them.
@@FlyingDominion Oh I'm sorry I misunderstood the original comment, asking about a grid instead of a line. My bad. However, I don't think a grid would really help all that much, nor be that useful, considering the randomly obtuse nature of the landscape. Could still be nice though.
Woah boy, I played the first one yeeaaarssss ago when I was in High-school. LOVED IT. The sequel was okay, but I preferred the top-down view. Now this; I'm gonne buy this game so hard, man. This is legit. I wanna be a champion at this. Looking reeeaal good, man. You've come far. Really looking forward to this. Didn't even know it was on it's way and now I just can't wait.
I am ecstatic! I have been playing these games since many years ago on Kongregate and there is no game today that can match these games. They are so unique and fun, and I am extremely happy to see you working on another one. Cannot believe how cool it looks already. You have yourself a permanent subscriber and a definite customer when this game becomes purchasable. Well done sir! Can't wait to get to play it.
I really like the new grid preview when you place buildings and the top down view mode is also very very welcome, thanks for showing your progress, don't rush it, we don't need bad critics about a rushed game, which will negatively affect your income thus neglecting your work.
I can't wait to have massive campaign maps that take hours to clear. My Ryzen multicore monster is just salivating at saturating the cores to handle it!
i can imagine in the future, you making a creeper world in the future where the maps are circular or other other 3d objects rather than a flat plane with heights. Perhaps with a simulation of solar systems and asteroids. I really like the replay feature! Great work so far, thanks for the uploads!
Looking great as always, Virgil. Will the scripting language include an interface for defining network behavior? Such as the ability to connect to certain objects at longer distances than others, like pylons? Also, can we have a way to add power to our grid, the way the reactor does, but within a script? Or remove it without requesting packets? I just remember those being two difficult things to work around in CW3 when trying to implement custom units, although i know that language was the first iteration and designed more for simple interactive objects and environmental effects than programming in new units. I didn't say this before, but I'm VERY glad you've added the functionality to add custom units to the build menu at the top left. That's one of my favorite things so far.
The creeper seems to be able to move more quickly at an angle of 45°, 135°, 225°, and 315° than at 0°, 90°, 180°, and 270. I think this is what causes the tidal waves from huge build ups to create spikes at the angles that it can move slightly faster along. That's just what I've gathered from observing the videos, I could be wrong.
Давно скачал CW3, просто влюбился в эту игру, сидел часами. И так же, по случайности увидел это видео. Выглядит очень круто. Жду релиз. А вам желаю удачи :)
A bit of feedback, I haven't played CW in a while so take this with a grain of salt: Wait, terrain height doesn't effect collector equivalents in CW4? Not sure whether I like this development or not, on the one hand it makes things more convenient but on the other it eliminates the need for considering terrain height when placing them. I do like the ability to build lines of stuff easily. That should be kept. Ooh, it's interesting how only the lines connected to power-drawing stuff turns red with lack of energy. It does seem to make it a bit harder to tell when you're overbuilding, as in CW3 the entire network would turn red making it very obvious, but also this new system highlights the power-drawing areas. I also like how the bombers tilt as they turn, that adds a little extra bit of detail. Also the runways and nullifiers really make me question what time period this takes place in, as even CW1 had vertical takeoff but nullifiers were invented in CW2. Perhaps this is a non-human civilization, and as such either discovered nullifiers before vertical takeoff or took the tech from humans without taking vertical takeoff as well? The nullifiers do seem to be a prototype, so this is likely pre-CW2, but I'm still confused about the runways. I like the usage of units of all shapes and sizes in this game, instead of nearly everything being 3x3. It's certainly interesting. The runway mechanics seem interesting, nice how it staggers the launches out a little too. Oh top down mode is nice, great that there's the option. I'll probably use it on occasion, or maybe almost all of the time. Wait, the totem system is back, and it requires resources? Maybe this takes place before CW1, which would explain the rockets, runways, totems, and said totems requiring materials instead of energy, though it doesn't explain the nullifiers. Maybe the proto-nullifiers are a technology lost to time, or something?
Have you considered adding the ability to rotate the airfield structures? I know most objects are usually squares and therefore rotating them doesn't accomplish anything other than aesthetics, but having the ability to go lengthwise or height-wise for the airfield sounds extremely useful.
Game feels more polished now. Good job. One bit of feadback, could you add visible area representation where resources spawn? Would be nice to see where we can build safely.
I really like how the collectors expand. It would be cool if you could adjust the range of them so they took less resources to create since they would collect less when you don't need them to
Man you've given so many different angles for the player to work with. While I expect you're working on creeper's anti-air defence, might I also suggest giving the creeper a chance to attack and disrupt the orbital battle station. The theme of the game is a star ship moving from planet to planet scrubbing creeper so maybe they can damage and disrupt the ship directly. Perhaps if the player doesn't set up orbital defences the creeper could take over orbital control and even start dropping attacks from space. After all, what is a hero without a powerful enemy. I'm not suggesting that you give this to every creeper colony but it might make a good boss mission or two or make it restricted to sleeper missions if you're still planning on designing sleeper units. PS great work man, definitely not something I could do
@@vaelophisnyx9873 A good way to deter cheating would be to have the replays uploaded to the leaderboards so you can see if someone cheated and report it.
Ive got an idea for an unit: Missile Launcher. Its basically a bertha, but it has a limited range, but easier to produce. Its main use would be to keep creeper levels in check on nearby-yet-unreachable areas
I love every one of these videos but this one really has my psyched. AoE2 had that little timeline at the end to show generally how you did overall as the game went and I loved it, so this review feature is really interesting to me. Also the rest of the game looks good to. And I'm glad to see a return of the fragmented maps as well.
I really like all the options available to us. I have to ask, though, will we ever get multiple command bases? One of my favorite things to do in CW3 was, in a stage where I'm supposed to set up a remote base using Guppies, I would forgo aircraft entirely and just send one of my Command Bases and like 30 weapons directly into enemy territory.
I think the only thing that sometimes also was a problem in CW3 is that you can't see how tall the creeper is without hovering. Being 3D, this is much less of a problem here, but I'd like small numbers in the pool of creep, one per region of height that just says "30" or so, so you don't have to hover constantly to judge. Much like it is done in maps
Are you self taught or did you got to uni/college? How did you get into game dev? Also don't you just love when a relay network reaches the other and and all the packets start spreading out into the new area? Always satisfying watching it grow by a factor each row.
I really love this series but my main concern is still that once you get your energy levels high enough to balance out the incoming Creeper, you're basically guaranteed to win. Having score systems to encourage players to work faster is a step in the right direction, but I think overall I'd prefer a type of balancing where the game gets harder and harder as time goes on, to the point where the Creeper will simply become unstoppable if you don't take the offensive fast enough. Maybe this could be a hard mode, to prevent chasing away more casual players, but I do think it would be a vital improvement to the game's formula to have some actual pressure to keep playing your best to avoid getting flooded. Rather than being urged to play extremely safe and slow once you've stabilized.
Damn you and your badass game. I use creep and battling it in many a conversation. I use it in several analogies and people are starting to think I'm crazy. Thanks for that. Lol new game looks great. Cant wait to get some time with it.
I seriously love the amount of effort you are putting into this game. Just the amount of stuff that makes the game better in even a simple way that you are adding really shows how much you care for the game, and the people waiting to play the game. Cannot wait to buy it when it comes out. Love these dev videos.
^ this guy waits
Can I just say that I really love the fact that ghost buildings ascend from killed buildings XD
Lovely feature don't you think? I can imagine it being useful. You hear something blow up, you panic and go "what the hell!?" and pause and look to see the silhouette of the destroyed building and you know what got removed there... Good for keeping tabs I guess.. Plus, makes me feel good for thinking those buildings are going to heaven, yaay.
@@c.u.001 ukip? is that you?
All buildings go to Heaven.
Maybe all goo goes to heaven
That music is gonna creep into my brain if I'm not careful. Sounding really good
I think the music is currently just copyright free music
@@Bluepikmin64
Still really good
"creep" I see what you did there :D
It's royalty free music made by Red Means Recording here on CZcams:
czcams.com/video/4dzXQ2iZlpc/video.html
At least, the first track was.
You should have the replays uploaded to the leader boards, this lets people learn easily from others and prevents cheating
I was thinking the same thing. It would not only deter cheating, but you could learn a lot by watching people better at the game the yourself.
i think that should be optional for the person uploading the score, but it would be cool
@@halvorskalid It wouldn't help cheat prevention that way though.
i think nuclear throne had an option like this for verification
@@tehdanny682 Actually, if you uploaded the datapoints of what happens thorough the game, the server *could* verify it. Might be computation-intensive though.
The fact that this is alpha and it's more fleshed out than some full release games makes me even more excited for the full release!
Oh boy, this game is looking way better with every upload. You my good sir have gone above and beyond my expectations.
Feel like I wont use half of the functions that are in this game when it comes out. That being said, it's always nice to have them IF you want to use them.
well as the saying goes better to have something and not need it than to not have that something when you need it
I feel like that's the key thing to variety in games like this. Making sure there are plenty of choices, but none of them are forced.
Take Gemcraft for example, in that game, the 9 gems in chasing shadows only differ in special abilities. But you can combine them to have more damage at the cost of reduced special powers. Like, a good DPS gem can be made with a pure critical hit gem, but you may be inclined to try combining it with other gems. But you don't necessarily have to.
For an example of a game with variety done less well, take Plants VS Zombies 2 (to an extent, the original as well,) which has certain plants being all but required for certain levels. Wanna beat Frostbite Caves? Better take Hot Potato and Pepper-Pult or you're S.O.L. Wanna beat The Dark Ages? Don't take twin sunflower without having a cheaper sun plant.
I love how it says "release date : When Done" on steam. :)
Your games are simple and fun. More fun than games from multibilion companies.
Looking Good!
Edit: The Replays! OMG!
Man its like watching Bob Ross develop a game. Love your work, can't wait to play it.
This is an awesome look into the game and it's development process. Thank you for taking the time to show us not just the game, but the "how" and "why" behind it!
Everyone else: when will it be done?
Me: when can I play a demo?
I will wait for the full release, i am sure it will be Awesome! @knu Great job so far, really enjoyed the previous versions already!!
Thanks for continuing to show us the progress - it's both inspiring and informative! Looking forward to this purchase!
Interesting as always! I'm looking forward to playing it! I've been a fan since it came out as Creeper World 1 on Kongregate, and I even vaguely remember the Plot, as well as the Mechanical aspects of Anti-Creep (essentially it is nullified Creep that introduces Apoptosis to the Creep, however for efficiency it is triggered by contact with the Creep, so it takes an equal amount of Anti-Creep to kill the Creep)
I used to absolutely flood every Map in Creeper World with Anti-Creep once I unlocked it, ensuring that the Creep couldn't return or escape :P
In another video I remember you talking about a small forest and how the collectors would destroy it. I think it would be really cool if instead of destroying the vegetation, they grew up vegetation around them, like you're restoring the world from the creeper destruction.
Nah, it should be destroying the forest, CW was always dealing with the creeper with limited ressources, having to save the forest and not harvesting it for energy obviously makes the map hard, having an energy collector somehow improve the vegetation makes little sense. Maybe a secondary building wasting energy to protect the vegetation, mae an archievment of it, improve the command score if you leave the vegetation untouched or even grow it.
*@**28:35* The skybox skews weirdly when rotating in top‑down view mode.
That orbital combo was... HOT. Like, I just wanted to keep watching the waves fight.
I saw the interview you did a while back (via a steam link). I'm sorry to hear that these games keep getting harder to make, but I think I speak for many people when I say that they always come out fantastic. Don't worry about making it too different: if they get tooo different, it won't be creeper world. It has its own unique flavour of strategy that I can't get hold of anywhere else. As long as they keep getting made, I'll keep buying. Keep up the great work, you are a one-man fluid-apocalypse simulating machine. And I love everything you've made.
This is the only game where "feature creep" is fitting. Keep up the amazing work! Can't/will wait for this to come out!
The idea of the recorder is so cool! Kudos to all the effort you're putting in for this game!
Este juego hizo mi maldita infancia, encontré una hoja con todos los juegos flash que me gustaban de niño y encontré este y veo que hay el 4 y es súper epico y me encanta, si lees esto te aprecio mucho
DUDE! ... love the data recorders look ... it could be playable looking like that even, like a retro style or something. Love the progress you've been making. Keep up the good work.
Love these videos. Still not bored of CW3 after hundreds and hundreds of hours but still can't wait to buy this when it's ready!
*@knucracker*
0:26 Hi, I noticed a lot of clicking for placing all those collectors, could you make it possible to click-&-drag diagonally from a collector to have it make a grid of collectors automatically?
It's ok if it don't build if there is an obstacle in the way, but it would also be nice if it re-tried to place it like 1 or 2 squares away too.
Or add it as a base upgrade after some levels?
It has been implemented for some time you can see it in use at 0:34. If I understood correctly what you were talking about my English is not that great.
@@GreenHero4ever that was a 1-dimensional line. He was asking about a 2-dimensional area.
I don't think that'll be practical to implement since you can drag a diagonal line of them.
That is implemented, he just does it individually a lot for some reason.
@@mattrocde I didn't know that. Can you link to the video where he shows it?
@@FlyingDominion Oh I'm sorry I misunderstood the original comment, asking about a grid instead of a line. My bad. However, I don't think a grid would really help all that much, nor be that useful, considering the randomly obtuse nature of the landscape. Could still be nice though.
This game is looking kooler with each video. Keep up the awesome work. Can't wait to see it hit the store.
Every gameplay video you post is very interesting to watch! Thank you and please keep it up! :)
Woah boy, I played the first one yeeaaarssss ago when I was in High-school. LOVED IT. The sequel was okay, but I preferred the top-down view. Now this; I'm gonne buy this game so hard, man. This is legit. I wanna be a champion at this.
Looking reeeaal good, man. You've come far. Really looking forward to this. Didn't even know it was on it's way and now I just can't wait.
Looks amazing. Keep up the good work, can't wait to see more and buy the game!
I really love how the game looks compared to past releases, not that they looked bad but this just looks amazing
I remember playing the first Creeper World years ago. glad to see that the series is still running.
I am ecstatic! I have been playing these games since many years ago on Kongregate and there is no game today that can match these games. They are so unique and fun, and I am extremely happy to see you working on another one. Cannot believe how cool it looks already. You have yourself a permanent subscriber and a definite customer when this game becomes purchasable. Well done sir! Can't wait to get to play it.
This is probably one of my most anticipated games, I can't wait to play!
Absolutely love your work, this game is already amazing, and it's not even out yet!!
Won't gonna lie, this looks so, so good. I'd never expected Creeper World to translate so well into 3D, wow!
same here
I really like the new grid preview when you place buildings and the top down view mode is also very very welcome, thanks for showing your progress, don't rush it, we don't need bad critics about a rushed game, which will negatively affect your income thus neglecting your work.
I can't wait to have massive campaign maps that take hours to clear. My Ryzen multicore monster is just salivating at saturating the cores to handle it!
Important question: can this game multithread?
Cerugona it should, there are no single threaded machines.
I can't wait for the release of this game i hope it Will do great on steam
Me: Gemcraft is the best tower defense game ever.
CW4 Alpha: Hold my Creeper.
Been a fan of the creeper world series for a long time and can't wait to play the new one!
Cant wait to play, but I'm happy to wait until you feel its ready for release. Keep up the good work.
Record mode is awesome! Please make charts as many as possible! I love graphs
i can imagine in the future, you making a creeper world in the future where the maps are circular or other other 3d objects rather than a flat plane with heights. Perhaps with a simulation of solar systems and asteroids. I really like the replay feature! Great work so far, thanks for the uploads!
Hi! Great work! Looks fine! It's on my wishlist on Steam and i can't wait to play it! Thumbs up! :-)
The recorder is perfect especially for strategy games. Starcraft 2 has this function and it really helps a players growth
Just found out about CW4 today, soooooooo pumped!!! It looks incredible!
excited for the large map sizes
I am absolutely thrilled to play this. Dying to. So glad to see the hard work you’re putting into this and watching it develop along the way!
I love how for the last totem you basically nuked the creeper from orbit
Music is sounding great. Always a good selection.
I'm digging the soundtrack.
Me: Wait how is the creepers doing? Knucracker: BIGGER and there is MORE of them
Each new video brings both joy and horror. Joy of such grand design. Horror in my desire to play unfulfilled. Keep being Awesome Knuc.
I could just sit and watch you play for hours and hours! Man I can't wait to be able to play myself too :) Really nice job!
I'm always happy to see a video from knucracker
hmm, I'd bet that you could make some neat self-revealing artwork with that replay mode.
OK! YOU'RE KIDDING!! WHILE I'M OUTTA TOUCH WITH REALITY, YOU MAKE A 4TH?!?! DAMN!!!!
I just love, that you are so open with your development. Don't rush it, I know that making a game takes time and effort.
So excited to play this! Keep up the great work.
Looking great as always, Virgil. Will the scripting language include an interface for defining network behavior? Such as the ability to connect to certain objects at longer distances than others, like pylons? Also, can we have a way to add power to our grid, the way the reactor does, but within a script? Or remove it without requesting packets? I just remember those being two difficult things to work around in CW3 when trying to implement custom units, although i know that language was the first iteration and designed more for simple interactive objects and environmental effects than programming in new units.
I didn't say this before, but I'm VERY glad you've added the functionality to add custom units to the build menu at the top left. That's one of my favorite things so far.
Loved CW3, can't wait for the sequel
Love that I hear the Creeper World music playing. Glad you kept it.
I love these games, grate to see your making another.
I'm just gonna say, you've come such a long way since the Newgrounds game I found so long ago. Thank you.
13:10 a strider explodes and spawns a spike of creeper that stays for the rest of the game. 23:31
It was on a tiny piece of land, so evaporation was too slow to make a difference.
The creeper seems to be able to move more quickly at an angle of 45°, 135°, 225°, and 315° than at 0°, 90°, 180°, and 270. I think this is what causes the tidal waves from huge build ups to create spikes at the angles that it can move slightly faster along. That's just what I've gathered from observing the videos, I could be wrong.
Давно скачал CW3, просто влюбился в эту игру, сидел часами. И так же, по случайности увидел это видео. Выглядит очень круто. Жду релиз. А вам желаю удачи :)
A bit of feedback, I haven't played CW in a while so take this with a grain of salt:
Wait, terrain height doesn't effect collector equivalents in CW4? Not sure whether I like this development or not, on the one hand it makes things more convenient but on the other it eliminates the need for considering terrain height when placing them.
I do like the ability to build lines of stuff easily. That should be kept.
Ooh, it's interesting how only the lines connected to power-drawing stuff turns red with lack of energy. It does seem to make it a bit harder to tell when you're overbuilding, as in CW3 the entire network would turn red making it very obvious, but also this new system highlights the power-drawing areas.
I also like how the bombers tilt as they turn, that adds a little extra bit of detail.
Also the runways and nullifiers really make me question what time period this takes place in, as even CW1 had vertical takeoff but nullifiers were invented in CW2. Perhaps this is a non-human civilization, and as such either discovered nullifiers before vertical takeoff or took the tech from humans without taking vertical takeoff as well? The nullifiers do seem to be a prototype, so this is likely pre-CW2, but I'm still confused about the runways.
I like the usage of units of all shapes and sizes in this game, instead of nearly everything being 3x3. It's certainly interesting.
The runway mechanics seem interesting, nice how it staggers the launches out a little too.
Oh top down mode is nice, great that there's the option. I'll probably use it on occasion, or maybe almost all of the time.
Wait, the totem system is back, and it requires resources? Maybe this takes place before CW1, which would explain the rockets, runways, totems, and said totems requiring materials instead of energy, though it doesn't explain the nullifiers. Maybe the proto-nullifiers are a technology lost to time, or something?
In regards to collectors and terrain, iirc they work over slight terrain differences (+/-1 level) but greater still stops it.
Have you considered adding the ability to rotate the airfield structures? I know most objects are usually squares and therefore rotating them doesn't accomplish anything other than aesthetics, but having the ability to go lengthwise or height-wise for the airfield sounds extremely useful.
Yes, considered and implemented. Any non-square object can rotate.
Game feels more polished now. Good job. One bit of feadback, could you add visible area representation where resources spawn? Would be nice to see where we can build safely.
I really like how the collectors expand. It would be cool if you could adjust the range of them so they took less resources to create since they would collect less when you don't need them to
Man you've given so many different angles for the player to work with. While I expect you're working on creeper's anti-air defence, might I also suggest giving the creeper a chance to attack and disrupt the orbital battle station. The theme of the game is a star ship moving from planet to planet scrubbing creeper so maybe they can damage and disrupt the ship directly. Perhaps if the player doesn't set up orbital defences the creeper could take over orbital control and even start dropping attacks from space. After all, what is a hero without a powerful enemy.
I'm not suggesting that you give this to every creeper colony but it might make a good boss mission or two or make it restricted to sleeper missions if you're still planning on designing sleeper units.
PS great work man, definitely not something I could do
I didn't realize Creeper world was on steam until now. I will now spend money on it
Will there be seperate leaderboards for mission time and commander score?
also some way to weed out cheaters on those leaderboards would be nice
kinda demoralizing to see 0.01s wins on 40 minute - 5 hour maps
@@vaelophisnyx9873 A good way to deter cheating would be to have the replays uploaded to the leaderboards so you can see if someone cheated and report it.
@@jamesgaming7198 or run the game on server and verify server-side, especially for the fastest times, not necessarily all of the uploads
@@kajacx "4RPL"??
also, making the code deterministic is actually something you want to do if you want to be able to write test coverage for it
Ive got an idea for an unit: Missile Launcher. Its basically a bertha, but it has a limited range, but easier to produce. Its main use would be to keep creeper levels in check on nearby-yet-unreachable areas
I love every one of these videos but this one really has my psyched. AoE2 had that little timeline at the end to show generally how you did overall as the game went and I loved it, so this review feature is really interesting to me. Also the rest of the game looks good to. And I'm glad to see a return of the fragmented maps as well.
YAY! CLASSIC TOP DOWN BATTLE VIEW!!
Ahhhhh! I'm so excited! A Creeper World 4 update!!!
I gotta say the map style is so much fun to look at, esp with the flowing creep
I really like all the options available to us. I have to ask, though, will we ever get multiple command bases? One of my favorite things to do in CW3 was, in a stage where I'm supposed to set up a remote base using Guppies, I would forgo aircraft entirely and just send one of my Command Bases and like 30 weapons directly into enemy territory.
at 24:00. That battle and the epic sound track is what makes Creeper World.
I think the only thing that sometimes also was a problem in CW3 is that you can't see how tall the creeper is without hovering.
Being 3D, this is much less of a problem here, but I'd like small numbers in the pool of creep, one per region of height that just says "30" or so, so you don't have to hover constantly to judge.
Much like it is done in maps
Looking forward to this game. I have loved every one of your other games!
This looks really amazing, even more than last time. I really hope it shows up on Linux. :-)
Your enthusiasm is contagious
thats a really good idea with the layers of goo
can't wait to play it, so hyped for this
I'm looking so foward to this game! I've even thought about buying the previous ones to play during the wait. :]
The nullifying animation hurts my eyes.
Are you self taught or did you got to uni/college?
How did you get into game dev?
Also don't you just love when a relay network reaches the other and and all the packets start spreading out into the new area?
Always satisfying watching it grow by a factor each row.
I see you keep track of pause time. Would custom map makers have access to that value for things like events?
Yes
Dwarf fortress view, that's what the recorder looks like xD
aww yeeeeee. new video
I'm sure you've talked about this in past videos but....take my money!!! gimme alpha!
I really love this series but my main concern is still that once you get your energy levels high enough to balance out the incoming Creeper, you're basically guaranteed to win. Having score systems to encourage players to work faster is a step in the right direction, but I think overall I'd prefer a type of balancing where the game gets harder and harder as time goes on, to the point where the Creeper will simply become unstoppable if you don't take the offensive fast enough. Maybe this could be a hard mode, to prevent chasing away more casual players, but I do think it would be a vital improvement to the game's formula to have some actual pressure to keep playing your best to avoid getting flooded. Rather than being urged to play extremely safe and slow once you've stabilized.
Recorder looks like very old Creeper World alpha, haha
I really like where this game goes!
Damn you and your badass game. I use creep and battling it in many a conversation. I use it in several analogies and people are starting to think I'm crazy. Thanks for that. Lol new game looks great. Cant wait to get some time with it.
Love the music that's in this vid. Also looking forward to the game!
Whoa, the recorder is so awesome. I can't wait for the game!
Wow those features are great, this will be the best game yet. I can't wait! :-)