Factorio edition: AC can only be transported thru trains and there is a day/night cycle which temporarily makes solar panels inactive(probably not the right word)
Creeper World 4: Just a little hint of Factorio edition I'd love there to be furnaces, belts and Fabs. Would be fun figuring how to squeeze a tiny production line in..
*@knucracker* *Idea:* Maybe it would be interesting if you could feed the regular weapons something crafted to make them fire "better". For example you could "compress" energy into "high energy packets" and when a turret receives one of those packets it will fire as if it was in one of those CW3 power-fields that the creeper nodes left behind, for either a time limit or a bullet limit. But the turrets will still mainly use regular energy packets when a upgraded pack isn't available, the upgraded packets are just temporary additions to their power.
Hopefully the Fab will have some sort of input buffer. I noticed that they would request some materials, wait for them to show up, make their thing, then request materials, wait for them to show up...
Yeah, I'm hoping that as mining those resources gets solidified (if they need a mine, if they're instant, things like that) then the gameplay will become that the fabs will request resources as often as possible to make sure they have no downtime. But it seems like a lot is going to change about this feature.
I've been hoping for a 3D Creeper World game since discovering CW3, and it's exciting to find that it's already in the works! It's looking great so far :D
I'm glad you made the creeper's surface less opaque so the color shows depth/density more, but it's still not quite as intuitive as the old 2d flash creeper colors. I'm really looking forward to this! Thank you for continuing to develop!
Two ideas: 1) Warehouses, so that resources can be located nearer to where they are needed, and resource production is not wasted, done so that a cannon sized warehouse could hold perhaps 20 of any 1 resource, but that resource could be any kind of packet (except energy packets?). The warehouses could even have relay-like connections, as well, which would seem to sound good at about 25 or 30 energy points, in CW3 numbers, perhaps more to prevent players from making too many warehouses. I understand not wanting to make the game very resource/logistics heavy, but this feels like it could've been done in CW3 as an extra tidbit with marginal use, and these resources make it ever so important in potential gameplay. 2) Shields like from CW3 could change the creeper's 'percieved' terrain height in a sphere-like shape, instead of having a sort of penetrable, arbitrarily tall wall. They would still use more energy when more creeper is around them, and need to recharge fully to turn on after getting maxed out, but the charging amount could also be related to the shield's radius, with some maximum radius. I'm not sure if the game engine could work with height limits nicely, though, supposing you had a shield on top of a mountain thinner than the shield's radius. Maybe.
I'd love to see a "goopier" effect for shot impacts (especially mortars) to make them feel more distinct from evaporation -- likewise a "fountain" effect above the creeper emitter to overlap or replace the heightmap spike that currently exists would help it feel more sourced and help sell the "texture" of the creeper fluid more than soft particles can. I hope that makes sense, let me know if it doesn't :)
Idea for if you continue for the different resources: At a certain point, and for a lot of resources, create an "Atomic Forge" which can make any of the materials for JUST energy. It probably should require a lot of high-end materials, but it can circumvent their on-map limits.
Interesting stuff! Is your terrain system capable of doing caves right now? Because that'd allow for some really cool, CW2-style underground battles. It'd also give a new layer to combat, because Mortars wouldn't work with a roof overhead.
post-writing edit: I realise I went on a several-paragraph chat about liquid simulation but I took the effort to do it for some reason so enjoy I suppose? That would require a completely different terrain system. The current one appears to effectively be a heightmap which by nature doesn't allow for negative gradients (and thus, caves, overhangs, etc.) You'd need a voxelmap which would make the game a lot 'heavier' in processing terms. I believe by extension that would then mean the creeper itself would need a complete remake given it appears to work on also basically being a heightmap with neato maths on it (So like each "tile" or "point" on the map will hold a value of how much creeper is present and then every *t* milliseconds or whatever it calculates what is gonna happen taking into account all the surrounding values, etc., I'm oversimplifying for clarity) then it's just down displaying those numbers like a tangible liquid. Point being it's not a fully realized liquid simulation but rather looks kinda like one visually and it works very well for the game mechanics. There are other ways to make liquid-looking stuff that interacts with a 3D world of any shape, for example, a particle simulation: having a load of small spheres (or approximate spheres to make it less work to simulate), and to display them merge nearby spheres with fancy graphical stuff (but is still faster to compute than an actual liquid sim) there's a video example here: czcams.com/video/2gp7-ejkwBQ/video.html But again that just doesn't work with the game mechanics here where it's kinda important to know pretty accurate values and have fairly predictable behaviour of the creeper. help it's 2am
ch4rl1e97 ohh we’ll have that, but probably not till CW5 because, as you said, he’d have to completely redesign the code. Making the jump to 3D is hard enough.
or just record all the interesting bugs and put them all together into one video when the game is released for a while already. Would be a nice recall to the development days for the dev, but also interesting for all the players and/or other game devs.
I played the old Evermore version, and find today you're already up to 3 and 4. THIS LOOKS BLOODY AMAZING and I'm incredibly excited man :D So long as the building of everything is fast, I don't mind factories!
I just found the Creeper World 4 videos and I am downright delighted to see you making a new game. I played Creeper World 3 and Particle Fleet and absolutely LOVED them. I can't wait for the next installment!!
Gosh, I'm really happy there's more of this! I remember buying Creeper World 2 back when I lived with my grandparents and sinking hours into it. I was never really good at it, so I'd just make up little stories about a civilization fighting the creeper in the custom games since I couldn't really beat the story missions. Really looking forward to this game~!
Good stuff. I like that we can see clear progress with each video. Definitely glad to see the game getting closer and closer to completion. I'm sure it's still quite a while away, but I'm excited nonetheless.
Woo hoo! Progress! I love your games and bought CW 1 soon after you made it available for purchase way back when...almost a decade now! I really hope you get CW 4 to a point you are happy with and release it soon. I can't wait, keep up the good work.
First news I've heard from the CW series. Great to hear from ya. A buncha top-down games, then a side-view game, now a 3D game. Looks like a ton of fun.
WHY IN GODS GREEN FUCKING EARTH IS THIS MAN NOT BEING TALKED ABOUT MORE THIS IS BY FAR THE COOLEST LOOKING GAME IVE SEEN IN A WHILE I've always been a fan of the Creeper Worlds. Tower Defense vs The Blob? Awesome! And now it's 3D? *inner tactical strategy nerd swoons* I hope I can find some cash to donate. You deserve it sir.
i just recently found out about this project and holy cow am i stoked. creeper world was one of my favorite games as a kid on addicting games or new grounds or where ever it was i found it. this game looks like its come leaps and bounds, i absolutely cant wait to get this
I bought CW3 yesterday and I am loving it! Shoutout to TotalBiscuit and NerdCubed on the Cooptional Podcast which is how I found CW. I look forward to further developments with CW4, good luck with your work!
I enjoy seeing complexity emerging from simplicity. When watching people play these games, I always feel like I'm watching two simple organisms fighting each other.
The fact your a dev posting videos to the comunity with updates is fucking awesome and your game looks amazing too ive seen the last games thsi is a nice new take on it and the water physics ahhh
I've not played creeper world before, and stumbled upon these videos randomly, loving the updates. I find it fascinating that, and maybe this was a point or something, but you've basically built a network simulator simulating sending packets.... but also with liquid and guns :P
Have loved the Creeper series ever since I was a kid. Been doing a rerun on the third on Steam. Only just found out there was a fourth coming which only further excites me. Loving the way the game looks so far!
Factorio + CW... Yeah, goodbye life it was nice to know you. Joking aside, this is turning kinda interesting. Can't wait to play and make videos of this game too. :)
I keep saying, watch the beginning development of CW3 or particle fleet, then look how far they went, this game already looks amazing, keep working at it, can't wait to see where this leads!
This sounds really good so far, keep up the great work! My criticisms of the earlier games were few and far between, but one of the larger ones was that it was far too easy to just build build lots of reactors and never really have to worry about energy, from the earliest missions, to the most difficult ones. I think it would work out well in CW4 if there was something along the line of collecters that would be dirt cheap (like in the earlier games) and then more advanced forms of power, like basic reactors, but then also a really expensive reactor that produces a ton of power, that would maybe need a sparse resource that you would only be able to access in a really difficult to get to area, say in a valley near the creeper, which would incentivise the player to try to get to that difficult place?
My god. Do you realize what the first two minutes of this video represents? O.O Knucracker just ethically, transparently, and honestly introduced a vertical slice! That's never been done before!!! Somebody send this guy to E3! They could learn a thing or two!
My god. Do you realize what the first two minutes of this video represents? Knucracker just ethically, transparently, and honestly introduced a vertical slice! 😲 It's never been done before!!!
I think it'd be interesting to have upgrades specific to individual guns, as it were. Say you build a mortar, it could use 1 or 2 of some FAB resource to upgrade it. They could have say 3 levels total to their name, with the control center having it's own upgrades. Like the FAB is the new "forge", but only gives "lasting" upgrades for the main base, while turrets and defensive structures vary from structure to structure. See, in the other Creeper World games, while I _could_ move turrets around, I usually didn't. The thought usually went "why would I move these? I can just build another row, I'm not losing anything in doing so, and won't risk myself if something slips through". The only time I moved turrets was to try and make some light "push" that couldn't be made by just building more turrets. But if turrets are upgraded individually, perhaps even with certain upgrades that can just keep rising up to level 10 or more, now it'd be a matter of "Maybe I could put down a row of fresh cheapo turrets, _or_, I could grab the big guns, the upgraded fellas in the back, and bring them up for a _big_ push". It'd go further in emphasizing what you said you wanted, "stepping away from having one gatherable resource for everything". Only in this case it'd be stepping away from having a single upgrade _effect_ everything. What's more, individual turret upgrades could open up strategies where, perhaps instead of making a few really _big_ turrets, you could focus on building say the level 1 or 2 resources to make a sizable amount of middle-upgrade ones. Already this would open up the chance for different playstyles of rush tactics vs middle ground vs high-tech/big hitters. Quality vs quantity styles the player decides for themselves. This also means that instead of the strategy always boiling down to "rush to highest tier FAB resources right away" more importance could be placed on the in-between resources too. I want to be in a position where I think to myself "Should I keep making tier 3 materials for that big upgrade I wanted? Or should I slow/stop production on that and use the tier 2 materials instead to upgrade my line of weaker defense turrets?" Side note, have you seen the game "Perimeter 2"? I've always seen it as a more simplified "3-D Creeper World" what with the water physics and terraforming "earth vs water" stuff. Worth a look!
reminds me of stronghold. *Stuff goes to stockpile, Buildings requires certain material, Then the material made is required by something else to make a unit or structure.* Really cool!
I like this feature as it allows for a division of ammunition which allows for more options in not only defensive structures but in diversified weapons. Just one thing, if ur doing fluid dynamics just remember that anything complex enough to do that kind of damage is gonna be highly viscous which also helps it not to just randomly overflow from a single shot from a mortar
I'm not sure how i've never heard of this, having played all the others (and bought them on Steam), so seeing Creeper World 4 in development is pretty exciting!
things like special/better ammo for the weapon systems made by the fabricator might also be a nice mechanic. In addition it might be a good idea to make a reactor fuel fabricatable so that winning terrain to build collectors gets more important. Looking good btw, keep it up :)
i love the feature, another cool addition would be something that could upgrade nearby towers, could also be a mini base that will slowly send out resources to your towers
Creeper World 4: Industrial Revolution
Dosamer Creeper World 4: Factorio edition
Factorio edition: AC can only be transported thru trains and there is a day/night cycle which temporarily makes solar panels inactive(probably not the right word)
Creeper World 4: Just a little hint of Factorio edition
I'd love there to be furnaces, belts and Fabs. Would be fun figuring how to squeeze a tiny production line in..
creeper world 4: electric boogaloo.
"And we're going to add just a *tiny* pinch of Factorio."
RiotGearEpsilon factorio is currently my second highest playes game in hours... And so to be thr first.
and thus the love child of factorio and creeper world stole all your time.
*erection*
RiotGearEpsilon, nah, just add *inserters, assembling machines, splitters, conveyor belts, turrets, and much more*
Next thing you know we're gonna need to build a rocket to get to the next mission
Creeper World 4: Factorio!
No really, sounds like a good idea.
As Awesome Factorio is and as much as I love Creeper World. Please I don't want to loose my life and sleep XD
Stop, my penis can only get so erect
*@knucracker*
*Idea:* Maybe it would be interesting if you could feed the regular weapons something crafted to make them fire "better".
For example you could "compress" energy into "high energy packets" and when a turret receives one of those packets it will fire as if it was in one of those CW3 power-fields that the creeper nodes left behind, for either a time limit or a bullet limit.
But the turrets will still mainly use regular energy packets when a upgraded pack isn't available, the upgraded packets are just temporary additions to their power.
F.A.B: Fabricating Autonomous Building
F.A.B: F.A.B.ricating autonomous building
just an endless loop of the meaning of F.A.B. in F.A.B.ricating Autonomous Building
I think you meant "Factorio Actual Beta"
Hopefully the Fab will have some sort of input buffer. I noticed that they would request some materials, wait for them to show up, make their thing, then request materials, wait for them to show up...
Yeah, I'm hoping that as mining those resources gets solidified (if they need a mine, if they're instant, things like that) then the gameplay will become that the fabs will request resources as often as possible to make sure they have no downtime. But it seems like a lot is going to change about this feature.
packet requests have always been this way, blasters won't request packets constantly because they anticipate usage.
Maybe a good idea would be a storage structure that constantly requests what you want up to a point.
I would say that theres a Fab V2 with inbuild Building Materials Stockpile that you always have some of that stuff in Stock
DieSuppe yeah, I like the idea of a fab upgrade that adds a tiny input buffer
I like how it's looking to be a material logistics system. Though remember to keep it relatively simple. RTS can be overwhelming as is.
Oh god those fabricators look amazing.
CW4, economic simulator!
Almost like Factorio!
Looks like a great feature
I've been hoping for a 3D Creeper World game since discovering CW3, and it's exciting to find that it's already in the works! It's looking great so far :D
I'm glad you made the creeper's surface less opaque so the color shows depth/density more, but it's still not quite as intuitive as the old 2d flash creeper colors. I'm really looking forward to this! Thank you for continuing to develop!
Two ideas:
1)
Warehouses, so that resources can be located nearer to where they are needed, and resource production is not wasted, done so that a cannon sized warehouse could hold perhaps 20 of any 1 resource, but that resource could be any kind of packet (except energy packets?). The warehouses could even have relay-like connections, as well, which would seem to sound good at about 25 or 30 energy points, in CW3 numbers, perhaps more to prevent players from making too many warehouses.
I understand not wanting to make the game very resource/logistics heavy, but this feels like it could've been done in CW3 as an extra tidbit with marginal use, and these resources make it ever so important in potential gameplay.
2)
Shields like from CW3 could change the creeper's 'percieved' terrain height in a sphere-like shape, instead of having a sort of penetrable, arbitrarily tall wall. They would still use more energy when more creeper is around them, and need to recharge fully to turn on after getting maxed out, but the charging amount could also be related to the shield's radius, with some maximum radius.
I'm not sure if the game engine could work with height limits nicely, though, supposing you had a shield on top of a mountain thinner than the shield's radius. Maybe.
I like these ideas.
I'd love to see a "goopier" effect for shot impacts (especially mortars) to make them feel more distinct from evaporation -- likewise a "fountain" effect above the creeper emitter to overlap or replace the heightmap spike that currently exists would help it feel more sourced and help sell the "texture" of the creeper fluid more than soft particles can. I hope that makes sense, let me know if it doesn't :)
I guess something like resistium could also upgrade a unit's armour, so they could withstand bigger hits from creeper
That would be awesome, upgrading the durability of buildings.
Or maybe it could be spent each time the unit gets damage, so basically, "fuel" for the shield.
You should send a demo copy to NerdCubed3. He loves Creeper World 3.
Idea for if you continue for the different resources: At a certain point, and for a lot of resources, create an "Atomic Forge" which can make any of the materials for JUST energy. It probably should require a lot of high-end materials, but it can circumvent their on-map limits.
Interesting stuff! Is your terrain system capable of doing caves right now? Because that'd allow for some really cool, CW2-style underground battles. It'd also give a new layer to combat, because Mortars wouldn't work with a roof overhead.
post-writing edit: I realise I went on a several-paragraph chat about liquid simulation but I took the effort to do it for some reason so enjoy I suppose?
That would require a completely different terrain system. The current one appears to effectively be a heightmap which by nature doesn't allow for negative gradients (and thus, caves, overhangs, etc.) You'd need a voxelmap which would make the game a lot 'heavier' in processing terms.
I believe by extension that would then mean the creeper itself would need a complete remake given it appears to work on also basically being a heightmap with neato maths on it (So like each "tile" or "point" on the map will hold a value of how much creeper is present and then every *t* milliseconds or whatever it calculates what is gonna happen taking into account all the surrounding values, etc., I'm oversimplifying for clarity) then it's just down displaying those numbers like a tangible liquid.
Point being it's not a fully realized liquid simulation but rather looks kinda like one visually and it works very well for the game mechanics.
There are other ways to make liquid-looking stuff that interacts with a 3D world of any shape, for example, a particle simulation: having a load of small spheres (or approximate spheres to make it less work to simulate), and to display them merge nearby spheres with fancy graphical stuff (but is still faster to compute than an actual liquid sim)
there's a video example here: czcams.com/video/2gp7-ejkwBQ/video.html
But again that just doesn't work with the game mechanics here where it's kinda important to know pretty accurate values and have fairly predictable behaviour of the creeper.
help it's 2am
Wow, that's quite an explanation! But helpful. Thanks!
ch4rl1e97 ohh we’ll have that, but probably not till CW5 because, as you said, he’d have to completely redesign the code. Making the jump to 3D is hard enough.
Truestm, Yeah that's very true, plus PCs might be better able to handle it by then
Erm... you should make an outtake/funny bug channel.
or just record all the interesting bugs and put them all together into one video when the game is released for a while already. Would be a nice recall to the development days for the dev, but also interesting for all the players and/or other game devs.
I played the old Evermore version, and find today you're already up to 3 and 4.
THIS LOOKS BLOODY AMAZING and I'm incredibly excited man :D
So long as the building of everything is fast, I don't mind factories!
But i wanna see the bug
I bet it looks funny or something
Probably something boring like making the game crash.
Keldor314 yah never know, it could be boring, or it could be fun
same :(
It could be a explosive green pig standing upright
probably not
Love how you spice up every game in it's own and unique way. Good stuffs :)
I'm enjoying seeing all of these videos, really looking forward to playing!
I just found the Creeper World 4 videos and I am downright delighted to see you making a new game. I played Creeper World 3 and Particle Fleet and absolutely LOVED them. I can't wait for the next installment!!
Looks amazing, man. Keep up the good work, and I hope so see the final product!
Love this! Didn't realize you were working on a sequel, CZcams randomly showed this to me. Loved the previous games, can't wait for this one!
Gosh, I'm really happy there's more of this! I remember buying Creeper World 2 back when I lived with my grandparents and sinking hours into it. I was never really good at it, so I'd just make up little stories about a civilization fighting the creeper in the custom games since I couldn't really beat the story missions. Really looking forward to this game~!
I love how the resource blocks pile up and flow around the network! It's like the satisfaction you get from watching a Rube Goldberg machine
Good stuff. I like that we can see clear progress with each video.
Definitely glad to see the game getting closer and closer to completion. I'm sure it's still quite a while away, but I'm excited nonetheless.
I'm loving that one of my favorite games is progressing in this new fashion! Keep it up!
this is so cool, I love seeing development videos on how games are made
I really like the ideas of setting up micro factories! Keep it up!
Woo hoo! Progress! I love your games and bought CW 1 soon after you made it available for purchase way back when...almost a decade now! I really hope you get CW 4 to a point you are happy with and release it soon. I can't wait, keep up the good work.
First news I've heard from the CW series. Great to hear from ya. A buncha top-down games, then a side-view game, now a 3D game. Looks like a ton of fun.
WHY IN GODS GREEN FUCKING EARTH IS THIS MAN NOT BEING TALKED ABOUT MORE
THIS IS BY FAR THE COOLEST LOOKING GAME IVE SEEN IN A WHILE
I've always been a fan of the Creeper Worlds. Tower Defense vs The Blob? Awesome! And now it's 3D? *inner tactical strategy nerd swoons*
I hope I can find some cash to donate. You deserve it sir.
I loved the old CW games, and Nerdcubed got be back into it. So happy to see it still developing!
These videos are awesome, you are seriously inspirational. I can not wait for this game
i just recently found out about this project and holy cow am i stoked. creeper world was one of my favorite games as a kid on addicting games or new grounds or where ever it was i found it. this game looks like its come leaps and bounds, i absolutely cant wait to get this
I bought CW3 yesterday and I am loving it! Shoutout to TotalBiscuit and NerdCubed on the Cooptional Podcast which is how I found CW. I look forward to further developments with CW4, good luck with your work!
I love the games and I'm sure others loved them too. I'm so excited for CW4. Keep up the good work!
Absolutely awesome! I loved CP3 and I will love this one too! Keep up the gods work
I so cannot wait for what you come up next and mayby even the game, example developer here!
I was just happy to see there's a Creeper World 4. The ideas and variation gameplay we're just a significant bonus :)
I like where this is going! Keep it up :)
cool, looking forward to playing it
I enjoy seeing complexity emerging from simplicity. When watching people play these games, I always feel like I'm watching two simple organisms fighting each other.
Just stumbled across this today. Oh man. I'm hyped. Loved CW3.
Still looking really good. Can’t wait.
The fact your a dev posting videos to the comunity with updates is fucking awesome and your game looks amazing too ive seen the last games thsi is a nice new take on it and the water physics ahhh
Well creeper
Outstanding Sir, I can not wait to play it. Great job
I subbed to this this channel just yesterday. This is a nice surprise!
you're amazing man ^^
i hope you great success with such a nice game :)
i'll love to play it any time soon :P
thx a lot !
Never heard of these games before, but definitely intrigued now. Gonna subscribe and keep watching, finally an rts game thats something different.
you are really good at this keep it up :)
I've not played creeper world before, and stumbled upon these videos randomly, loving the updates. I find it fascinating that, and maybe this was a point or something, but you've basically built a network simulator simulating sending packets.... but also with liquid and guns :P
I've loved your game for ages and I can't wait to buy this and play it for my 7 subs!
Oh man, stuff like this really gets the imagination going, I absolutely love it
Wow this looks awesome, can't wait to play it!
Have loved the Creeper series ever since I was a kid. Been doing a rerun on the third on Steam. Only just found out there was a fourth coming which only further excites me. Loving the way the game looks so far!
really interesting I like the new direction and more in-depth upgrades
love the introduction of fabricators and multiple stage rescources
Looks really cool man!
This style really looks like Darwinia.
I really like this feature!
GASPPPPPP
I always wanted to see it in 3D but I never thought it'd happen!! :D
Bought CW3 a few days ago and this is easily the most interesting project i've seen in a long while!
I hope you include the option to change FAB recipes via scripting
Factorio + CW... Yeah, goodbye life it was nice to know you. Joking aside, this is turning kinda interesting. Can't wait to play and make videos of this game too. :)
this looks good really excited man
I keep saying, watch the beginning development of CW3 or particle fleet, then look how far they went, this game already looks amazing, keep working at it, can't wait to see where this leads!
This sounds really good so far, keep up the great work! My criticisms of the earlier games were few and far between, but one of the larger ones was that it was far too easy to just build build lots of reactors and never really have to worry about energy, from the earliest missions, to the most difficult ones. I think it would work out well in CW4 if there was something along the line of collecters that would be dirt cheap (like in the earlier games) and then more advanced forms of power, like basic reactors, but then also a really expensive reactor that produces a ton of power, that would maybe need a sparse resource that you would only be able to access in a really difficult to get to area, say in a valley near the creeper, which would incentivise the player to try to get to that difficult place?
My god. Do you realize what the first two minutes of this video represents? O.O
Knucracker just ethically, transparently, and honestly introduced a vertical slice! That's never been done before!!! Somebody send this guy to E3! They could learn a thing or two!
Well this looks interesting.
I'm really looking forward to it.
looks like a cool feature, can't wait for cw4!
Can't wait for this game to launch!!
My god. Do you realize what the first two minutes of this video represents?
Knucracker just ethically, transparently, and honestly introduced a vertical slice! 😲 It's never been done before!!!
LOVE the crafting like mechanism.
F.A.B. - Fabricator A-fabricating Befabrication
heck yeah i just saw NerdCubed play CW3 and then found this channel showing of CW4, Hype!
I am SO EXCITED for this game.
like the new fab idea. keep up the good work
I like it keep up the good work :)
Man, this game will be great!
this looks amazing.
I think it'd be interesting to have upgrades specific to individual guns, as it were. Say you build a mortar, it could use 1 or 2 of some FAB resource to upgrade it. They could have say 3 levels total to their name, with the control center having it's own upgrades. Like the FAB is the new "forge", but only gives "lasting" upgrades for the main base, while turrets and defensive structures vary from structure to structure.
See, in the other Creeper World games, while I _could_ move turrets around, I usually didn't. The thought usually went "why would I move these? I can just build another row, I'm not losing anything in doing so, and won't risk myself if something slips through". The only time I moved turrets was to try and make some light "push" that couldn't be made by just building more turrets.
But if turrets are upgraded individually, perhaps even with certain upgrades that can just keep rising up to level 10 or more, now it'd be a matter of "Maybe I could put down a row of fresh cheapo turrets, _or_, I could grab the big guns, the upgraded fellas in the back, and bring them up for a _big_ push". It'd go further in emphasizing what you said you wanted, "stepping away from having one gatherable resource for everything". Only in this case it'd be stepping away from having a single upgrade _effect_ everything.
What's more, individual turret upgrades could open up strategies where, perhaps instead of making a few really _big_ turrets, you could focus on building say the level 1 or 2 resources to make a sizable amount of middle-upgrade ones. Already this would open up the chance for different playstyles of rush tactics vs middle ground vs high-tech/big hitters. Quality vs quantity styles the player decides for themselves. This also means that instead of the strategy always boiling down to "rush to highest tier FAB resources right away" more importance could be placed on the in-between resources too.
I want to be in a position where I think to myself "Should I keep making tier 3 materials for that big upgrade I wanted? Or should I slow/stop production on that and use the tier 2 materials instead to upgrade my line of weaker defense turrets?"
Side note, have you seen the game "Perimeter 2"? I've always seen it as a more simplified "3-D Creeper World" what with the water physics and terraforming "earth vs water" stuff. Worth a look!
reminds me of stronghold. *Stuff goes to stockpile, Buildings requires certain material, Then the material made is required by something else to make a unit or structure.* Really cool!
I like this feature as it allows for a division of ammunition which allows for more options in not only defensive structures but in diversified weapons. Just one thing, if ur doing fluid dynamics just remember that anything complex enough to do that kind of damage is gonna be highly viscous which also helps it not to just randomly overflow from a single shot from a mortar
I'm not sure how i've never heard of this, having played all the others (and bought them on Steam), so seeing Creeper World 4 in development is pretty exciting!
This is beautiful
This game looks like its gonna be awesome!
things like special/better ammo for the weapon systems made by the fabricator might also be a nice mechanic. In addition it might be a good idea to make a reactor fuel fabricatable so that winning terrain to build collectors gets more important. Looking good btw, keep it up :)
"I cut corners" - churns out a final release looking game that's only the pre-pre-pre-pre alpha
All aboard the hype train!
It looks awsum, can't wait akasads
Oh, this looks neat! :D
i love the feature, another cool addition would be something that could upgrade nearby towers, could also be a mini base that will slowly send out resources to your towers
i want to play it ... i want to play it ... sobs and goes back to playing creeper world 3 and particle fleet emergence
i love the idea!!
This look's really good
i have discovert Creeper worl 3 at the day i watch this video and i larady can't wait to see Creeper world 4