Can anything be said? You are amazing. Your games deserve way more attention than they have been given. I love them. Keep doing what you do, and I'll be there with approx. 25 USD every time, assuming your prices hover around there. If not, I'll buy them a little later than immediately.
My favourite thing about the Creeper World series: It doesn't really have to end. There is space for thousands of civilizations that have risen and fallen, and each of them have new ways that they fought the creeper, and the creeper likewise had new ways to fight back. Plenty of excuse to develop and play with as many mechanics as you can think up.
Storywise, the monolith's remind me of the totem network a little, so perhaps a creeper-based corruption of the remaining network? I'll leave it up to you, but just a thought :3
haha, oh my god, i loved first creeper world, and 4-th one looks nice, but just imagine this situation, one is making letsplays (rather entire series of letsplays) on game anyone else cannot have, thats just hilarious
I love the interaction between the crimson/"hardened" creeper and the waves. In previous maps the crimson was just kind of diffusing outwards and in the general direction of the "damage". Here we can really see how a wave can carry the crimson forward or how two waves colliding can "scatter" the crimson creeper caught between. It's incredibly dynamic.
I cannot accurately put into words just how excited I am for CW4!!!! Cw3 is one of my favorite games of all time, and I'm working to beat every single map in the top left Galaxy, hopefully CW4 will come out before I'm done :) Great work, keep it up!!
@Dylan Painter It's actually a bit of an urban myth that the US debt to revenue ratio is abnormally high. In fact, it's actually lower than many European countries like France and Germany. The US economy is just SO huge that the debt number sounds outrageous.
@@shortstacksport It is actually a bit of an urban myth, that it is lower, than in many European countries... US national debt/GDP sits at 105% and is only overshadowed by Portugal(125%), Italy(130%) and Greece(180%), the last being a bankrupt country. Now you mentioned France(97%), which is close, and Germany(65%), which is not even close. And then there's this article, that has 3 different metrics for you to enjoy: www.visualcapitalist.com/by-this-measure-the-u-s-has-the-2nd-highest-national-debt/ A bit more googling, and apparently last time Germany matched US in debt/gdp was shortly before Obama at 80%. Good job, democrats!
Ooh, self replicating creeper and anti-creeper? Oh boy and yob hO! That makes me want to see a map where you can't create your own anti-creeper but there's a bit already on the map and it self replicates for you to gather and redistribute.
Personally I'm just waiting for Creeper World versus Particle Fleet. The Blue Particulate needs to start hauling its weight around here, not just being a random space-MacGuffin and shirking its duties. That, or a game from the perspective of Runners that evolved selfawareness.
@@firockfinion3326 Sure it's the same as 3 but I think 4 pets you mine and produce AC in greater quantities than 3. But then again, this is alpha... Or should it be beta? But just imagine, playing a level or two with just sprayers as your offence. Mass sprayers.
I've done that in CR3, I think. It depends mainly on the map, and how easily you can access ore nodes before creeper is upon you; difference in this current build is that all you need to do is link to the ore node and build a factory somewhere to turn it into AC; in CR3 you don't need another building to process it into AC, but you do have a build a mine on each node. The factory does seem to make AC incredibly quickly; he seems to have a lot more AC from just those three ore nodes than you'd usually get from three mines in CR3. I would currently guess that the reason for that is that there's more than just AC you can make with the ore in this build, as you can see briefly when he accesses the factory for a moment. He probably did it that way so that even if you're producing the other stuff as well, it wouldn't bottleneck your AC production too badly. He might also have the production currently ramped up more than it will be in the final build, just so it's easier for him to show stuff off.
A few people have said that they like the massive spikes from the stashes... I love the waves they make, yeah, but I don't think it makes a lot of sense to emit them in a giant spike- at least not instantaneously. Plus the amount of creeper they produce isn't actually much of a threat as of yet. I would say they would look nicer and be more threatening if they had a stronger multiplier on the creeper they slurp up, but released their stores of Creeper on a curve. I.E. Once they charge up fully, they release more each "tick" until they're depleted. This could happen over the course of a second. The _intended_ result of this idea is so that spikes don't suddenly spawn out of nowhere when a stash goes off, but they still produce a huge wave, while also being more threatening to the player.
Well he clearly have setting to tweak the multiplier per map and even per stash on same map it seems, obviously he not gonna make any of the maps he use to show features off too hard as it would make it harder to still win it while explaining things, so I would be very surprised if 1.5 would be around what the earliest staches have, but late game maybe have like 4-5 multiplier or something
I just want the visual effect to have more razzle-dazzle. I trust that mechanically a stash overload+collapse will be tuned to the right effective threat level, and want the thing we see to be compelling. Your take would be about the first thing I’d try to that end (in his shoes), though of course that kind of visual polish can wait till after gameplay is more sorted.
I personally kinda like the huge creeper pillars. Could you imagine being the people in the big plateau area looking into the sky and seeing that huge ass thing just growing up so much you can see it over the walls? Or those pilots flying right beside them? That's a pretty unique science fiction thing I've never seen before.
Looks good, though brother kept saying 'move missiles up' after you started your assault. :P Bug I noticed, around 32:19 there's a spore attack, and one of the lines points off the map.
keep up the good work... i found creeper world 3 cause of Brink and its one of those games i go back and play often.... I've also seen a bunch of your videos like this... can't wait.... looks great... thanks for being willing to put out videos of unfinished work. It's been a joy to watch it develop.
"Breeding creeper", eh? Those AC-Only maps are gonna be a lot more interesting if you have to nurse the stuff yourself. A miscalculated attack could mean a long time hiding behind your walls farming more goo from your goo-reserves. I look forward to this.
I'm imagining building anticreep waterfalls, it has to grow itself in order to fill it's resevoir, but then you turps open a channel to pour it out on the creep waiting below hot tar style
At first I wasn’t sure about the move to 3D but with every update video I see the more impressed and amazed I am. I can’t wait till CW4 is finally released 😎
Really cool progress. I think the runway is a neat idea, I like how bombers seem crazy powerful but with the runway it doesn't look like you could spam the hell out of them. Monoliths are a cool idea, being able to build them as a player seems a bit strong though. Exciting though, looking forward to maps about manipulating creeper flow to buy time. Creeper breading is a very cool idea, probably the most exciting thing in this build. A lot of the time you are able to cut off a pocket then just go around it if the terrain if favourable. Having the breading means you can't ignore basins etc forever. Glad you're better!
Building monoliths provides an interesting way to control the creeper. You could build an input next to an undefended front and either rely on an existing output, or maybe build an output near the most defended area in order to destroy the creeper quicker and that would allow an opportunity for more expansion near the built input. No matter what ideas make it to the final product, I am sure to pick this up on release, keep up the development!
On breeder creeper: two thoughts. First, limiting the height seems "cheap": I would think that creeper could breed indefinitely. Although I guess one could simply set the upper liimit so high it doesn't matter. Second, I would like to see creeper growth tied to creeper height: that is, instead of growing at a constant speed, creeper grows proportional to its height. This is more realistic, but more importantly it is (I expect) more challenging, since this makes the creeper grow at an exponential rate. One can no longer afford to ignore the far side of the map, because if the creeper gets too deep, then it turns into an unstoppable factory spewing creep out at ludicrous speed.
mortars kill creeper down to 0 no matter how deep it is, so if you have enough mortars it doesn't really matter how deep the creeper is. That is, unless mortars are changed to only kill a fixed volume.
I mean, I could certainly see your idea, but I can also see a reason for the Creeper Breeding to be limited. Namely that not every map needs to be insanely difficult and require management of the entire map of Creeper. Although thinking back on CW3 maps that had insanely high creeper... like... Creeper in the _thousands_ of Terrain Height... it wasn't really all that different from fighting creeper that was 40 Terrain Height. Because the creeper can only flow so fast and once you have a damage output to match that, the rest of the map could be flooded and it wouldn't really matter.
I think a depth limit for breeding is quite realistic. There has to be an energy source for all things, and Creeper is not shown to consume the terrain on which it flows so I can only surmise that it photosynthesizes. A depth limit for breeding then occurs naturally as a result of light not reaching the deeper layers in sufficient quantities to sustain the breeding behavior. Those are my thoughts, anyway. If there's lore which says that Creeper defies the core laws of nature then please point me to them and I will happily stick my foot in my mouth. :p
Try logistic growth - it makes small amounts of creeper less intimidating, but also puts a soft cap to the growth. Maybe combined with some constant growth. Another idea is that, when the creeper is at "max height" it increases sidewards flow, to make it spread wide from there.
I'm really liking the interaction between the "breeder" creeper and the stashes. Any plans for a distinction between the three types of creeper? Like "normal" creeper is a really dark blue and is just that, "breeder" creeper is sky blue maybe with a "something is moving inside it" look and crimson creeper is just normal creeper but hardened?
It looks like there's just two types, i.e. creeper breeding is a global setting that's either off (in which case no creeper multiplies over time) or on (in which case all creeper, presumably both regular and crimson, multiplies over time).
My comment is in hopes that he decides in the end to have at least 3 different types, I know, at least as it looks currently, that its probably only two types of creeper.
that runway and bomber placements reminds me of synergies, i think the bomber can be placed anywhere and it would still work. But for the reactors, for the longest time, we have just been building them everywhere, just lines all over the place. i dont really like the feel of it, its different from the "collectors" where you have to place them strategically and it takes time, but reactors are just where ever you can. i would wish for reactors to have a bit more "structure" to their placements, like not building them to close to each other for more energy (reducing the amount your base gets cluttered but needs a way to produce more energy) and adding synergies, so placing them in a dense pattern (which could combine into an ultra reactor) and having the ultra reactors spaced out. whatever it is. not just reactors, i think having structure to (most) unit placement would add a whole new level of depth to the game play. collectors themselves have that structure (separated placements) districts might also be an idea, having buildings of similar purpose together in an area, for some sort of synergy, it may make it feel like another different game but
I like the idea of reactors needing special resources to generate energy. So if you strain your grid too much you might not have enough left to produce more of the consumable fast enough and your whole grid collapses. It would also impose a softcap since you can just harvest so many resources and still have to manufacture some of it into ammunition
A nice simple one would be that they prefer 8 reactors in a ring shape. This way you can place something else in the centre to optimise on space. So the closer to a ring you build the better, but too many outside of that structure and they reduce efficiency. The argument could be too much heat vs not enough synergy. Or you could just say they prefer 2 reactors touching each reactor. That has a similar effect, ring is best, but snake-lines are still relatively efficient. That should be relatively easy to implement too.
Changing reactors' mechanic though is a bit of a tough fix since they apply to every map, and knucracker is no doubt used to the way they're balanced now, which means testing is going to be more cumbersome until he has established what the dominant placement strategies are, and ensured that all the maps still work.
it needs to be friendly to current gameplay, collectors need structure, but at the same time, the game advises and forces a more random placement, so you are not spending a lot of time making a perfect "grid" pattern. reactors would need this free flowing technique too, and not 3x3 large structure "collectors" are cheap, expand your grid, and produce decent energy, as for build structure you cant place them together, so you are extremely limited to how much you can build its similar to reactors that i envision, so expensive, dont expand grid, produce energy, "spaced out build structure" they are quite similar. my even better and well fitting idea is to use reactors to boost "collectors" , so they are expensive, dont take up much space, dont expand grid, and must be connected to a "collector" or have 2 tiers of collectors, T1 is cheap, expands network, produces small amount of decent energy, must be spaced out and the T2, costs more, (t1 can be upgraded into T2), and produced more decent energy. and can be networked. must be spaced out. but going into all your collectors to upgrade them is not very fun, nor if a upgrade all button without any special control, though an improved selection tool might help. downside to all energy collectors currently, they die instantly, same with cw3 and 4 another path is to have a titan class power generator, like bertha, thor, and forge. so it does not die easily, takes a long time to build. But i dont like the bertha or thor, and i dont like the titan class power generator because its just too easy and too strong. so im excluding it, they really do need a downside to titan class units, like agressive special units, getting targed by stronger spore, so you are adviced to defend it well, and not place to together, unless you want a horde of spore in 1 place where you beam cant handle it.
I really like the Idea of a runway. However, reactors still bother me; do you plan to change them in any way? Like make them stackable, upgradable (individually, not using a central upgrade system) or some special reactor requiring a resource?
Looks great! really looking forwards to playing it. CW3 was one of my favorite RTS's and this one looks even better! The 3D makes it really easy to tell what's going on at a glance.
i would pay 30 US or 35 US for this game when it is finished Cause the Creeper world series deserves alot more support and attention that it has gotten
I like the addition of Monoliths, since it adds a new sub-objective of 'Stop the Flow' to the mission, and the graph, especially the Delta view lets you see if you are winning or just losing very slowly
Here's an idea for a map: You start in the way of some emitters and multiple stashes next to each other (in such a way that if one ever goes off, they will all start going forever). Your goal is to take control while preventing any of the stashes behind you from ever going off.
I like the pointer, That is really cool and useful. And also the time line really helps keep track of things at all times even when you can't see everything. I'm really loving the delta tracker for the creeper. and also I was watching the store things and I had a flash back to Half Life 2 the combine's sand hammer machines to keep the antlions from attacking them or whatever and it made me think what if there was an object to just generate waves when it's in deep enough creeper or maybe even anti creeper.
That self-replicating creeper, is that 10-levels of creeper or up to level 10? So in this map, could you simply terraform the terrain to be 10 or 11 high, and make the terrain essentially immune to creep-growth (only having to worry about stashes) OR would that compromise your 20 high wall as the new 10 high terrain enables the creeper to multiply until level 20? Since at least at current state it's bit hard to see units and identify them, I would recommend adding UI element that would expand to show all types of units you have, and expanding those would expand to show all individual units. This UI element could also show the "use rate (activation time over total time)"(over some reasonable time, like last 2 minutes) so you could easily spot forgotten units from the active one when leapfrogging, or if you forgot to put one bomber to bomb among the fields of bombers. On that note, "coverage maps" for sniper/AA/Mortar/guns would be helpful for someone like me. Essentially selecting the units of that role, and displaying their range with colored overlapping circles. maybe something like 20% opacity applied multiplicatively (100% terrain color on no, cover, 80% for 1 unit covering, 64% for 2, 51% for 3 etc).
from the way i understand it its 10 levels of creep, so its added to the terrain height, so if you were at height 10 and then 10 level of creep you would be at 20 height
Seems like crimson creeper is just a "space", with any creeper above it being crimson. You can see that when the waves hit. So it breeds just like normal creeper, because EVERY normal creeper above that space is crimson.
No, Sanger, Crimson Creeper is definitely its own liquid! It flowed around throughout the game, so it's not _just_ a space that's been designated "crimson" I assume it probably _does_ breed much like other creeper though.
If the crimson creeper is indeed it´s own and not jsut every creeper over a certain space (a space which is flowing and growing) then it´s hard to see how much creeper is actually blue and which is crimson. For example if there is a high wave of crimson: Is every creeper in ther crimson or only the top one and everything below is blue?
That's a fair point actually... Maybe you're right, and it *is* a space that everything above is crimson... And it's just that the spaces that are crimson spread and are pushed back in a natural way, much like regular creep, and thus also spreads with the flow.
I love the bombers taking off from the runway! Are you going to have them land on the runway too? It seems like there could be a lot of added depth there if you added more detailed air traffic stuff like having the bombers fly in a holding pattern while waiting for a runway to become available, and having them divert to an alternate if their home runway is destroyed, potentially with limited fuel so that bombers can't just fly holding patterns indefinitely while you build new runways for them to land on. Perhaps later once you add upgrades there could be an "air traffic control" upgrade to let more planes take off and land more quickly on a given runway, etc.
I have played every one of your games and loved every single one of them, this new one addresses something i thought with every one, "how cool would this be in 3d with some liquid physics?"
“The whole map has become an Emitter” That’s the only sales pitch I needed to hear. I’m itching to experience the anxiety of the inexorable alien tide in 3D.
Fantastic work! The bombers looks amazing. Would be good if they landed on the runway instead of just returning to their pads straight away though. I wonder if a terrain deformation mechanic would have some interesting results. Hit a spot with a mortar long enough and the terrain starts to drop levels in spots. This would both work for and against you in that it would make the creeper pool even further in the areas where the mortar hit, but the flip side is that when you come to advance you might need to terp the land to build on the battle-scarred land.
You could also build an exit monolith in a heavily defended area (like a deep hole surrounded by mortars) to eliminate the creep more efficiently. With that, you could also use input monoliths as "walls" moving the creep from dangerous places to the killzone.
I really like the creeper breeding mechanic. It seems like a good way to be able to control the overall difficulty of a level without having to have emitters pump out like crazy (making them nearly impossible to approach)
Recommendation for the monolith symbols: a wide rectangle with rounded corners; for input, the top of the rectangle has a gap with an arrow pointing in; for output the bottom has the gap with an arrow pointing out (these are standard engineering symbols)
this game looks amazing so far! slight suggestion: add a thing that shows where is covered by a given unit type when placing that unit type this would be especially useful for missiles and snipers, because that way you know which areas you already have cover
Crimson creeper??? Monoliths?? Everything coming along sounds so cool! I'm very very looking forward to creeper world 4, hope it gets all the development time it can to be the greatest creeper world ever
I love all your work, and have bought all of your games. I do wish you would further develop Particle Fleet however. Great to see this coming along so well!
at your mention of the monoliths outputting as soon as you place them, I just came up with an alternative to the typical Turps play-style where people just build massive walls or plateaus, instead of Plateauing and forcing the creeper to climb, you could trench and put monoliths in the trench to give them a more enclosed and controllable space, especially if you flood the trench with anti-creep ahead of time, and putting up more monolith pits would make the creeper disperse into more pits, meaning the big waves can be counterracted
*@knucracker* 36:02 In earlier C.V. versions you had some structures (monuments) that could push creeper, maybe add a ability to the creeper to create a current. (Similar to how sea-currents work here on earth *(* the warmth at the equator makes deep water come up to the surface & the cold at the poles make the surface water move down again (cold water usually have higher density than warm water), so it creates a pressure that moves the water around *)* )
If I’m understanding the wormholes correctly: What if they were constantly capable of transmitting in either direction, and it was just a matter of pressure diffrential? The side with deeper liquid above it transmits to the other side at a proportional rate, regardless of whether it’s creep or anticreep. That way the starting elevation of each side of the wormhole makes a big difference. Adding a wormhole to your network could boost the effective “pressure” of anticreep (so that the anticreep depth gets treated as 2x or 4x higher). Also, should have a visual indicator to draw a line between the two ends of a wormhole, helps if map has more than one. Could throw in a visual indicator of the transmission “traffic” (like the player resource network traffic) to indicate the direction stuff is going in and how much.
Yay! Great video and good to see the TERP implemented. The bombers and Runway system is great as well. Will we see the return of AC Bombers as well? It would be great to have a setting to have them drop regular ordinance or AC payloads like what could be done in the previous CW games, and the intake switch from draining your energy to your material reserves as needed. I tell you there is fewer more satisfying things than building up a huge store of AC and dropping it somewhere important to see it burn away the creeper like an acid.
Every time i see you workin' on the next game i just have to creep on back to CW3 and take a spin through a few random generated maps with crazy-ish settings :)
The monoliths will be very interesting if you are having multiple inputs and outputs. Because if you start shutting down the outputs, the creeper that is being absorbed is spread onto fewer outputs, resulting in more creeper in those areas. Therefore, taking down the last monolith will be a difficult task without also fighting the inputs.
Monoliths and creeper breeding add an opportunity to turn even the most 'safe' piece of terrain into a huge danger zone! Have a couple of deposits of different sizes and spacings 'sync' up at a certain time by having their waves hit different input monoliths at the same time and BOOM instant massive wave coming out of a sole output monolith
I love the new mechanics, it renews the strategies while still retaining the authentic feel of the previous games, I can't wait for the final release :3
If at release (Or a later update) would it be possible to create our own units? Obviously using CRPL/PRPL of course but what about actual models? Can we also mod the models of the default structures in the game too? Like overriding the default models with new ones for the stock structures like the blasters, mortars, towers, etc?
Check out the Discord, it has all kinds of useful information and community - and his youtube channel alone (I'm slowly watching all the CW4 videos from oldest to newest) is being very informative. I don't know how to get an invite link, but if you launch Creeper World 3, there's a link to the discord at the top. Cheers!
Later, many like to spatter reactors. Instead of the previous planning, how to use the area most efficiently, it is only about mass later. Against excessive reactor spamming, it would be possible to add another strategic resource. For example. Reactor fuel produced in the factories from the Mining Resources. Each reactor then consumes a reactor fuel over a period of time and produces energy for it. With this mechanism, the spamming of reactors is no longer so easy, because you also need the base resources for other goods. So you have to weigh what you need more at the moment and possibly adjust your productions during the battle.
I love the idea of the storage style spore things. My biggest problem with creeper world 3 is that once you have a safe defense, I could leave the game for 5 hours then come back and nothing would have changed, the only threat is expanding and messing up energy. Which is ultra easy to steamroll once you start to expand. These new storage/burst style creeper towers seem like an amazing way to fix my largest pet peeve!
Man, i'd love to play this even at its very unfinished state. I love me some creeper world AHHH. It's coming along nicely :) Take your time. I'd rather see a product of love, than something rushed.
I think those sudden jumps and dips in the creeper delta graph (starting around 20:15) were actually because of an interesting corollary to the upper bound on breeder creeper height to be able to produce: As the stashes released and interacted, parts of the wavefront were taller than the upper bound to reproduce, so the surface area covered by the wave stopped being able to grow. Intentional or not, could be an interesting feature to balance around--if it's even shown to have any significant effect on gameplay.
Yeh while the replicating creeper benefited the stashes as they had near infite supply of creep to pull from, the upper limit on creeper replication, meant that that the when the stash dropped it was preventing the creep from replicating. I would make a guess that a map that has no emmitters and includes an upper height limit on creep replication is most likely unlose able as long as you can make a wall with terps that is maximum replication height +1. A deadly feature of creep replication is that if you let a spore through it is even more deadly as the creep that is produces will be able to replicate.
@@XenithShadow I think that the only way for the unlosable situation you mentioned to come about would be if there were no disturbances to the surface of the creep. As evidenced by the dropping delta graph, when the surface is disturbed then the creep can reach a height above the upper replication limit, just depending on how much turbulence is caused by things like stashes
Surreptitious M Yeh i was just noting that it was a possible issue in some cases, as without emitters or stashes there is only so much natural disturbances that can occur in the creep, so an impassable wall could be a possibility.
Hooooly! I loved CW3 definitely one of my favorite strategy games to just chill on. My one and only gripe was that the creeper never actually adapted. It was a static enemy, did the same thing no matter what you did so once you found a good turtle strategy it was just a matter of time to win. But this! That red creeper, those blobs! I expect to love this many times more than CW3 because now the creeper will constantly and slowly change how it behave based soley off of what the player does and I think that's cool as all get out! I so cannot wait!
Potential feature: when you click on the building destroyed splatter on the lower left corner, could you center the view on the building location? So that it brings it into focus quickly.
This is like watching Bob Ross make a game
holy shit you just put it into words... thank you, gentleman
Bob Ross 2.0 alpha
Especially at 12:40 couldnt tell the difference.
i was about to say that
And here I made a little happy creeper
Can anything be said? You are amazing. Your games deserve way more attention than they have been given. I love them. Keep doing what you do, and I'll be there with approx. 25 USD every time, assuming your prices hover around there. If not, I'll buy them a little later than immediately.
My favourite thing about the Creeper World series: It doesn't really have to end. There is space for thousands of civilizations that have risen and fallen, and each of them have new ways that they fought the creeper, and the creeper likewise had new ways to fight back. Plenty of excuse to develop and play with as many mechanics as you can think up.
Storywise, the monolith's remind me of the totem network a little, so perhaps a creeper-based corruption of the remaining network? I'll leave it up to you, but just a thought :3
it's like the colored tubes/rifts in the player-submitted maps but one-way instead
I agree I like all of the creeper worlds
haha, oh my god, i loved first creeper world, and 4-th one looks nice, but just imagine this situation, one is making letsplays (rather entire series of letsplays) on game anyone else cannot have, thats just hilarious
I love the interaction between the crimson/"hardened" creeper and the waves. In previous maps the crimson was just kind of diffusing outwards and in the general direction of the "damage". Here we can really see how a wave can carry the crimson forward or how two waves colliding can "scatter" the crimson creeper caught between. It's incredibly dynamic.
And could be extremely annoying and painful as a player
I cannot accurately put into words just how excited I am for CW4!!!!
Cw3 is one of my favorite games of all time, and I'm working to beat every single map in the top left Galaxy, hopefully CW4 will come out before I'm done :)
Great work, keep it up!!
Have you played Particle fleet?
If not , I highly recommend it to you
i really liked cw3 but really cw4 looks so unfun and i dont know...
wow its so cool to see the creeper evaporate at the end thats much better than an end mission screen
"It's ok to run a little bit of a deficit."
Us government: did you say massive debt is better?
Just needs to add a tax so the larger your deficit the lower your power generation becomes.
*_WoW iT's AlMoSt LiKe PoLiTiCs OnLy MaTtErS fOr ThE mEmEs_*
*IF YOU ACTUALLY CARED YOU'D VOTE RON PAUL 2020*
Anything but Hillary plz. She scares me.
@Dylan Painter It's actually a bit of an urban myth that the US debt to revenue ratio is abnormally high. In fact, it's actually lower than many European countries like France and Germany. The US economy is just SO huge that the debt number sounds outrageous.
@@shortstacksport It is actually a bit of an urban myth, that it is lower, than in many European countries... US national debt/GDP sits at 105% and is only overshadowed by Portugal(125%), Italy(130%) and Greece(180%), the last being a bankrupt country.
Now you mentioned France(97%), which is close, and Germany(65%), which is not even close.
And then there's this article, that has 3 different metrics for you to enjoy: www.visualcapitalist.com/by-this-measure-the-u-s-has-the-2nd-highest-national-debt/
A bit more googling, and apparently last time Germany matched US in debt/gdp was shortly before Obama at 80%. Good job, democrats!
Ooh, self replicating creeper and anti-creeper? Oh boy and yob hO!
That makes me want to see a map where you can't create your own anti-creeper but there's a bit already on the map and it self replicates for you to gather and redistribute.
And do what just about everyone wants to do. Spread the Anticreeer till it covers the map.
Well you can pretty much do that already with sprayers set to always on.
Personally I'm just waiting for Creeper World versus Particle Fleet. The Blue Particulate needs to start hauling its weight around here, not just being a random space-MacGuffin and shirking its duties. That, or a game from the perspective of Runners that evolved selfawareness.
@@firockfinion3326 Sure it's the same as 3 but I think 4 pets you mine and produce AC in greater quantities than 3. But then again, this is alpha... Or should it be beta? But just imagine, playing a level or two with just sprayers as your offence. Mass sprayers.
I've done that in CR3, I think. It depends mainly on the map, and how easily you can access ore nodes before creeper is upon you; difference in this current build is that all you need to do is link to the ore node and build a factory somewhere to turn it into AC; in CR3 you don't need another building to process it into AC, but you do have a build a mine on each node. The factory does seem to make AC incredibly quickly; he seems to have a lot more AC from just those three ore nodes than you'd usually get from three mines in CR3.
I would currently guess that the reason for that is that there's more than just AC you can make with the ore in this build, as you can see briefly when he accesses the factory for a moment. He probably did it that way so that even if you're producing the other stuff as well, it wouldn't bottleneck your AC production too badly. He might also have the production currently ramped up more than it will be in the final build, just so it's easier for him to show stuff off.
A few people have said that they like the massive spikes from the stashes...
I love the waves they make, yeah, but I don't think it makes a lot of sense to emit them in a giant spike- at least not instantaneously.
Plus the amount of creeper they produce isn't actually much of a threat as of yet.
I would say they would look nicer and be more threatening if they had a stronger multiplier on the creeper they slurp up, but released their stores of Creeper on a curve. I.E. Once they charge up fully, they release more each "tick" until they're depleted. This could happen over the course of a second. The _intended_ result of this idea is so that spikes don't suddenly spawn out of nowhere when a stash goes off, but they still produce a huge wave, while also being more threatening to the player.
Well he clearly have setting to tweak the multiplier per map and even per stash on same map it seems, obviously he not gonna make any of the maps he use to show features off too hard as it would make it harder to still win it while explaining things, so I would be very surprised if 1.5 would be around what the earliest staches have, but late game maybe have like 4-5 multiplier or something
I just want the visual effect to have more razzle-dazzle. I trust that mechanically a stash overload+collapse will be tuned to the right effective threat level, and want the thing we see to be compelling.
Your take would be about the first thing I’d try to that end (in his shoes), though of course that kind of visual polish can wait till after gameplay is more sorted.
Well said, Brooks Harrel. I agree, entirely.
Brooks Harrel IMO the massive waves are really flashy and provide 'razzle dazzle'
I personally kinda like the huge creeper pillars. Could you imagine being the people in the big plateau area looking into the sky and seeing that huge ass thing just growing up so much you can see it over the walls? Or those pilots flying right beside them? That's a pretty unique science fiction thing I've never seen before.
So excited to play this. Also, I love that the bomber models look like A10's, very cool.
Cw4 the return of the terp.
Didn't realise how much I was looking forward to these before I saw another in my sub feed. :D
that breeding mechanic is amazing. it means even a tiny bit spilling over onto a ledge is a major threat!
yay you are back :D
*@knucracker* 35:24 Maybe add what is the cause of a units destruction.
Example: "Cannon destroyed by Blob"
Looks good, though brother kept saying 'move missiles up' after you started your assault. :P
Bug I noticed, around 32:19 there's a spore attack, and one of the lines points off the map.
it's actually points to the feild
keep up the good work... i found creeper world 3 cause of Brink and its one of those games i go back and play often.... I've also seen a bunch of your videos like this... can't wait.... looks great... thanks for being willing to put out videos of unfinished work. It's been a joy to watch it develop.
"Breeding creeper", eh?
Those AC-Only maps are gonna be a lot more interesting if you have to nurse the stuff yourself. A miscalculated attack could mean a long time hiding behind your walls farming more goo from your goo-reserves. I look forward to this.
I'm imagining building anticreep waterfalls, it has to grow itself in order to fill it's resevoir, but then you turps open a channel to pour it out on the creep waiting below hot tar style
At first I wasn’t sure about the move to 3D but with every update video I see the more impressed and amazed I am. I can’t wait till CW4 is finally released 😎
Good thing we no longer have to wait now! Oh wait, IXE is in development.
I have a hard time seeing the anti-creeper. Will the player be able to change the color?
you could in cw3 so I see no reason not to include such a feature in cw4
He has it so its toggled to unseeable - mainly so he can see his base under it all
@@dainironhill306 yeah but when he toggled it on, its like a very light white. hard to see
I love how you made the creeper breed itself. It always felt underwhelming for an "unstoppable force".... love it man good job!!!!
Really cool progress.
I think the runway is a neat idea, I like how bombers seem crazy powerful but with the runway it doesn't look like you could spam the hell out of them.
Monoliths are a cool idea, being able to build them as a player seems a bit strong though. Exciting though, looking forward to maps about manipulating creeper flow to buy time.
Creeper breading is a very cool idea, probably the most exciting thing in this build. A lot of the time you are able to cut off a pocket then just go around it if the terrain if favourable. Having the breading means you can't ignore basins etc forever.
Glad you're better!
Building monoliths provides an interesting way to control the creeper. You could build an input next to an undefended front and either rely on an existing output, or maybe build an output near the most defended area in order to destroy the creeper quicker and that would allow an opportunity for more expansion near the built input. No matter what ideas make it to the final product, I am sure to pick this up on release, keep up the development!
On breeder creeper: two thoughts.
First, limiting the height seems "cheap": I would think that creeper could breed indefinitely. Although I guess one could simply set the upper liimit so high it doesn't matter.
Second, I would like to see creeper growth tied to creeper height: that is, instead of growing at a constant speed, creeper grows proportional to its height. This is more realistic, but more importantly it is (I expect) more challenging, since this makes the creeper grow at an exponential rate. One can no longer afford to ignore the far side of the map, because if the creeper gets too deep, then it turns into an unstoppable factory spewing creep out at ludicrous speed.
mortars kill creeper down to 0 no matter how deep it is, so if you have enough mortars it doesn't really matter how deep the creeper is. That is, unless mortars are changed to only kill a fixed volume.
Frontline creeper would not be impacted, but a creeper buildup out of range would quickly spiral out of control.
I mean, I could certainly see your idea, but I can also see a reason for the Creeper Breeding to be limited. Namely that not every map needs to be insanely difficult and require management of the entire map of Creeper.
Although thinking back on CW3 maps that had insanely high creeper... like... Creeper in the _thousands_ of Terrain Height... it wasn't really all that different from fighting creeper that was 40 Terrain Height. Because the creeper can only flow so fast and once you have a damage output to match that, the rest of the map could be flooded and it wouldn't really matter.
I think a depth limit for breeding is quite realistic. There has to be an energy source for all things, and Creeper is not shown to consume the terrain on which it flows so I can only surmise that it photosynthesizes. A depth limit for breeding then occurs naturally as a result of light not reaching the deeper layers in sufficient quantities to sustain the breeding behavior. Those are my thoughts, anyway. If there's lore which says that Creeper defies the core laws of nature then please point me to them and I will happily stick my foot in my mouth. :p
Try logistic growth - it makes small amounts of creeper less intimidating, but also puts a soft cap to the growth.
Maybe combined with some constant growth.
Another idea is that, when the creeper is at "max height" it increases sidewards flow, to make it spread wide from there.
The bombers are little A-10s?
Thats pretty cool.
I'm really liking the interaction between the "breeder" creeper and the stashes. Any plans for a distinction between the three types of creeper? Like "normal" creeper is a really dark blue and is just that, "breeder" creeper is sky blue maybe with a "something is moving inside it" look and crimson creeper is just normal creeper but hardened?
It looks like there's just two types, i.e. creeper breeding is a global setting that's either off (in which case no creeper multiplies over time) or on (in which case all creeper, presumably both regular and crimson, multiplies over time).
My comment is in hopes that he decides in the end to have at least 3 different types, I know, at least as it looks currently, that its probably only two types of creeper.
Brian Wood Your comment stated there was 3 types of creeper, not that you hope he'll make 3.
that runway and bomber placements reminds me of synergies,
i think the bomber can be placed anywhere and it would still work.
But for the reactors, for the longest time, we have just been building them everywhere, just lines all over the place.
i dont really like the feel of it, its different from the "collectors" where you have to place them strategically and it takes time, but reactors are just where ever you can.
i would wish for reactors to have a bit more "structure" to their placements, like not building them to close to each other for more energy (reducing the amount your base gets cluttered but needs a way to produce more energy) and adding synergies, so placing them in a dense pattern (which could combine into an ultra reactor) and having the ultra reactors spaced out.
whatever it is. not just reactors, i think having structure to (most) unit placement would add a whole new level of depth to the game play.
collectors themselves have that structure (separated placements)
districts might also be an idea, having buildings of similar purpose together in an area, for some sort of synergy,
it may make it feel like another different game but
I like the idea of reactors needing special resources to generate energy. So if you strain your grid too much you might not have enough left to produce more of the consumable fast enough and your whole grid collapses. It would also impose a softcap since you can just harvest so many resources and still have to manufacture some of it into ammunition
A nice simple one would be that they prefer 8 reactors in a ring shape. This way you can place something else in the centre to optimise on space. So the closer to a ring you build the better, but too many outside of that structure and they reduce efficiency. The argument could be too much heat vs not enough synergy.
Or you could just say they prefer 2 reactors touching each reactor. That has a similar effect, ring is best, but snake-lines are still relatively efficient. That should be relatively easy to implement too.
Changing reactors' mechanic though is a bit of a tough fix since they apply to every map, and knucracker is no doubt used to the way they're balanced now, which means testing is going to be more cumbersome until he has established what the dominant placement strategies are, and ensured that all the maps still work.
it needs to be friendly to current gameplay,
collectors need structure, but at the same time, the game advises and forces a more random placement, so you are not spending a lot of time making a perfect "grid" pattern. reactors would need this free flowing technique too, and not 3x3 large structure
"collectors" are cheap, expand your grid, and produce decent energy, as for build structure you cant place them together, so you are extremely limited to how much you can build
its similar to reactors that i envision, so expensive, dont expand grid, produce energy, "spaced out build structure"
they are quite similar.
my even better and well fitting idea is to use reactors to boost "collectors" , so they are expensive, dont take up much space, dont expand grid, and must be connected to a "collector"
or have 2 tiers of collectors,
T1 is cheap, expands network, produces small amount of decent energy, must be spaced out
and the T2, costs more, (t1 can be upgraded into T2), and produced more decent energy. and can be networked. must be spaced out.
but going into all your collectors to upgrade them is not very fun, nor if a upgrade all button without any special control, though an improved selection tool might help.
downside to all energy collectors currently, they die instantly, same with cw3 and 4
another path is to have a titan class power generator, like bertha, thor, and forge. so it does not die easily, takes a long time to build. But i dont like the bertha or thor, and i dont like the titan class power generator because its just too easy and too strong. so im excluding it, they really do need a downside to titan class units, like agressive special units, getting targed by stronger spore, so you are adviced to defend it well, and not place to together, unless you want a horde of spore in 1 place where you beam cant handle it.
i mean change for cw4, not touching cw3, but using it as referance btw
I really like the Idea of a runway.
However, reactors still bother me; do you plan to change them in any way?
Like make them stackable, upgradable (individually, not using a central upgrade system) or some special reactor requiring a resource?
The new creeper breeding idea is quite intriguing and seems like a great idea to me.
Awesome video, looking great.
I'm still impressed the game was functional and provides an amazing depth of field when it was just 2D.
I keep rewatching these. I can't wait until the game is released. Keep up the amazing work!
Looks great! really looking forwards to playing it. CW3 was one of my favorite RTS's and this one looks even better! The 3D makes it really easy to tell what's going on at a glance.
i would pay 30 US or 35 US for this game when it is finished
Cause the Creeper world series deserves alot more support and attention that it has gotten
I like the addition of Monoliths, since it adds a new sub-objective of 'Stop the Flow' to the mission, and the graph, especially the Delta view lets you see if you are winning or just losing very slowly
Here's an idea for a map: You start in the way of some emitters and multiple stashes next to each other (in such a way that if one ever goes off, they will all start going forever). Your goal is to take control while preventing any of the stashes behind you from ever going off.
hurrah! thanks for taking the time to keep us updated, can't wait to be able to play this beast! Keep doing what you do :)
I like the pointer, That is really cool and useful. And also the time line really helps keep track of things at all times even when you can't see everything. I'm really loving the delta tracker for the creeper. and also I was watching the store things and I had a flash back to Half Life 2 the combine's sand hammer machines to keep the antlions from attacking them or whatever and it made me think what if there was an object to just generate waves when it's in deep enough creeper or maybe even anti creeper.
love the creeper series, didnt know u do dev videos :) this is an change to the previous titles, but it still seems very cool
Started the video because of gamedev progress, did stay for all the breeding :P
Coming along very nicely, I could watch these videos all day.
I love the idea of the creeper breeding, make it so much more "realistic", Keep up the good work :D
I love the additions especially the graphs. Also the change to square collectors is great.
Oh! I've been waiting for one of these videos! Thanks, you knuckle-cracking maniac, and keep up the good work. :)
That self-replicating creeper, is that 10-levels of creeper or up to level 10? So in this map, could you simply terraform the terrain to be 10 or 11 high, and make the terrain essentially immune to creep-growth (only having to worry about stashes) OR would that compromise your 20 high wall as the new 10 high terrain enables the creeper to multiply until level 20?
Since at least at current state it's bit hard to see units and identify them, I would recommend adding UI element that would expand to show all types of units you have, and expanding those would expand to show all individual units. This UI element could also show the "use rate (activation time over total time)"(over some reasonable time, like last 2 minutes) so you could easily spot forgotten units from the active one when leapfrogging, or if you forgot to put one bomber to bomb among the fields of bombers.
On that note, "coverage maps" for sniper/AA/Mortar/guns would be helpful for someone like me. Essentially selecting the units of that role, and displaying their range with colored overlapping circles. maybe something like 20% opacity applied multiplicatively (100% terrain color on no, cover, 80% for 1 unit covering, 64% for 2, 51% for 3 etc).
you know that the self-replicating creeper is a parameia that means you can change it like in another sinario it is maybe 21
from the way i understand it its 10 levels of creep, so its added to the terrain height, so if you were at height 10 and then 10 level of creep you would be at 20 height
Does Crimson creeper breed in the same way as normal creeper?
Seems like crimson creeper is just a "space", with any creeper above it being crimson. You can see that when the waves hit. So it breeds just like normal creeper, because EVERY normal creeper above that space is crimson.
No, Sanger, Crimson Creeper is definitely its own liquid! It flowed around throughout the game, so it's not _just_ a space that's been designated "crimson"
I assume it probably _does_ breed much like other creeper though.
If the crimson creeper is indeed it´s own and not jsut every creeper over a certain space (a space which is flowing and growing) then it´s hard to see how much creeper is actually blue and which is crimson. For example if there is a high wave of crimson: Is every creeper in ther crimson or only the top one and everything below is blue?
That's a fair point actually... Maybe you're right, and it *is* a space that everything above is crimson... And it's just that the spaces that are crimson spread and are pushed back in a natural way, much like regular creep, and thus also spreads with the flow.
Maybe particle?
I love the bombers taking off from the runway! Are you going to have them land on the runway too? It seems like there could be a lot of added depth there if you added more detailed air traffic stuff like having the bombers fly in a holding pattern while waiting for a runway to become available, and having them divert to an alternate if their home runway is destroyed, potentially with limited fuel so that bombers can't just fly holding patterns indefinitely while you build new runways for them to land on. Perhaps later once you add upgrades there could be an "air traffic control" upgrade to let more planes take off and land more quickly on a given runway, etc.
those are all really good ideas that bring out the whole potential of your series
I have played every one of your games and loved every single one of them, this new one addresses something i thought with every one, "how cool would this be in 3d with some liquid physics?"
“The whole map has become an Emitter” That’s the only sales pitch I needed to hear. I’m itching to experience the anxiety of the inexorable alien tide in 3D.
A lovely video as always. I cannot wait to play the 4th instalment in the series! :D
34:23, that sneaky bomber flying over the one on the pad you thought you'd selected and intercepting its orders.
Fantastic work! The bombers looks amazing. Would be good if they landed on the runway instead of just returning to their pads straight away though.
I wonder if a terrain deformation mechanic would have some interesting results. Hit a spot with a mortar long enough and the terrain starts to drop levels in spots. This would both work for and against you in that it would make the creeper pool even further in the areas where the mortar hit, but the flip side is that when you come to advance you might need to terp the land to build on the battle-scarred land.
Seriously can't wait to just play this for hours.
I love the breeding creeper idea, it works very well. It's now really unsafe to have any creeper get in your base.
You could also build an exit monolith in a heavily defended area (like a deep hole surrounded by mortars) to eliminate the creep more efficiently. With that, you could also use input monoliths as "walls" moving the creep from dangerous places to the killzone.
I love the creeper series, I can't wait for this one, I love how you are always try new things, we all want the game, but don't rush it.
You have no idea how much I want to play this man. Been playing for what seems like over a decade now. Would gladly pay for the alpha
20:50 pink creeper is moving witth the wave!!! This game is astonishing well done !
Good to have you back! Game is looking awesome, and I hope your chest clears up as soon as possible. Eagerly awaiting the day you'll take my money :))
I really like the creeper breeding mechanic. It seems like a good way to be able to control the overall difficulty of a level without having to have emitters pump out like crazy (making them nearly impossible to approach)
Recommendation for the monolith symbols: a wide rectangle with rounded corners; for input, the top of the rectangle has a gap with an arrow pointing in; for output the bottom has the gap with an arrow pointing out (these are standard engineering symbols)
this game looks amazing so far!
slight suggestion: add a thing that shows where is covered by a given unit type when placing that unit type
this would be especially useful for missiles and snipers, because that way you know which areas you already have cover
Still patiently waiting for early access so I can get right into this.
Waging war against water, who knew how satisfying that could be.
I love the direction this game is going with the more complicated systems for the player like the manufacturing things
Crimson creeper??? Monoliths?? Everything coming along sounds so cool!
I'm very very looking forward to creeper world 4, hope it gets all the development time it can to be the greatest creeper world ever
I love all your work, and have bought all of your games. I do wish you would further develop Particle Fleet however. Great to see this coming along so well!
I love your videos. If I want to relax I just put your videos and listen to your logical analysis of game mechanics. Logic is beautiful.
i have ONE thing to say Thank you for making the collectors squares My OCD was killing me
Can creeper-stashes store anti-ceeper? 🤔... 😁
I hope so
Nope,but that would be cool
at your mention of the monoliths outputting as soon as you place them, I just came up with an alternative to the typical Turps play-style where people just build massive walls or plateaus, instead of Plateauing and forcing the creeper to climb, you could trench and put monoliths in the trench to give them a more enclosed and controllable space, especially if you flood the trench with anti-creep ahead of time, and putting up more monolith pits would make the creeper disperse into more pits, meaning the big waves can be counterracted
Fantastic so far. Can't wait to play it. Also really liked the detailed graphs.
*@knucracker* 36:02
In earlier C.V. versions you had some structures (monuments) that could push creeper, maybe add a ability to the creeper to create a current.
(Similar to how sea-currents work here on earth *(* the warmth at the equator makes deep water come up to the surface & the cold at the poles make the surface water move down again (cold water usually have higher density than warm water), so it creates a pressure that moves the water around *)* )
If I’m understanding the wormholes correctly: What if they were constantly capable of transmitting in either direction, and it was just a matter of pressure diffrential? The side with deeper liquid above it transmits to the other side at a proportional rate, regardless of whether it’s creep or anticreep. That way the starting elevation of each side of the wormhole makes a big difference. Adding a wormhole to your network could boost the effective “pressure” of anticreep (so that the anticreep depth gets treated as 2x or 4x higher).
Also, should have a visual indicator to draw a line between the two ends of a wormhole, helps if map has more than one. Could throw in a visual indicator of the transmission “traffic” (like the player resource network traffic) to indicate the direction stuff is going in and how much.
I don't remember when the last posted video was nor the last one I saw, but happy to see Terps are still a thing.
This is amazing! Like a tower defence game but improved a lot, keep it going mate
Glad you're back. Keep getting healthier. Great work on the game.
Oh I just realized the map is like a microscopic picture of two bacterias
I look so forward to the day I can come home from a long day of work and unwind with a level from creeper world 4.
Speaking of which it's good to finally see the title mean something! The world is the emitter? Very cool concept.
Yay! Great video and good to see the TERP implemented.
The bombers and Runway system is great as well. Will we see the return of AC Bombers as well? It would be great to have a setting to have them drop regular ordinance or AC payloads like what could be done in the previous CW games, and the intake switch from draining your energy to your material reserves as needed. I tell you there is fewer more satisfying things than building up a huge store of AC and dropping it somewhere important to see it burn away the creeper like an acid.
I thought you died!
AAHHHH!
Welcome back, man. Can’t wait for the game, and thank you for another quality peek.
Every time i see you workin' on the next game i just have to creep on back to CW3 and take a spin through a few random generated maps with crazy-ish settings :)
"Its not a square what an inovation" i lol'd
This is looking great picked up CW 1, 2 and 3 recently because of these videos
I love the change to the creeper spread. The Breeder is/was a great idea.
So enjoyable to watch your Dev videos
why do the ghosts of those little blob/beetle/crawler guys go up to heaven when they die
The monoliths will be very interesting if you are having multiple inputs and outputs. Because if you start shutting down the outputs, the creeper that is being absorbed is spread onto fewer outputs, resulting in more creeper in those areas. Therefore, taking down the last monolith will be a difficult task without also fighting the inputs.
Monoliths and creeper breeding add an opportunity to turn even the most 'safe' piece of terrain into a huge danger zone! Have a couple of deposits of different sizes and spacings 'sync' up at a certain time by having their waves hit different input monoliths at the same time and BOOM instant massive wave coming out of a sole output monolith
I love the new mechanics, it renews the strategies while still retaining the authentic feel of the previous games, I can't wait for the final release :3
A creeper world video for me? I love you forever! So glad you keep us in the loop.
If at release (Or a later update) would it be possible to create our own units? Obviously using CRPL/PRPL of course but what about actual models? Can we also mod the models of the default structures in the game too? Like overriding the default models with new ones for the stock structures like the blasters, mortars, towers, etc?
Check out the Discord, it has all kinds of useful information and community - and his youtube channel alone (I'm slowly watching all the CW4 videos from oldest to newest) is being very informative. I don't know how to get an invite link, but if you launch Creeper World 3, there's a link to the discord at the top. Cheers!
Later, many like to spatter reactors.
Instead of the previous planning, how to use the area most efficiently, it is only about mass later.
Against excessive reactor spamming, it would be possible to add another strategic resource.
For example. Reactor fuel produced in the factories from the Mining Resources.
Each reactor then consumes a reactor fuel over a period of time and produces energy for it.
With this mechanism, the spamming of reactors is no longer so easy, because you also need the base resources for other goods.
So you have to weigh what you need more at the moment and possibly adjust your productions during the battle.
I really, really, really want to play this game. It's so unique compared to other RTS/Tower Defense games and IO thoroughly enjoyed Creeper World 3
That Southern Drawl, though. Game looks amazing; when it comes out I'll be sure to pick it up. Gotta support fellow Southerners! xD
I love the idea of the storage style spore things. My biggest problem with creeper world 3 is that once you have a safe defense, I could leave the game for 5 hours then come back and nothing would have changed, the only threat is expanding and messing up energy. Which is ultra easy to steamroll once you start to expand. These new storage/burst style creeper towers seem like an amazing way to fix my largest pet peeve!
Man, i'd love to play this even at its very unfinished state. I love me some creeper world AHHH. It's coming along nicely :) Take your time. I'd rather see a product of love, than something rushed.
I need this in my life. So simple, yet incredibly complex. So easy, yet so soul crushingly difficult. I love it.
I think those sudden jumps and dips in the creeper delta graph (starting around 20:15) were actually because of an interesting corollary to the upper bound on breeder creeper height to be able to produce: As the stashes released and interacted, parts of the wavefront were taller than the upper bound to reproduce, so the surface area covered by the wave stopped being able to grow. Intentional or not, could be an interesting feature to balance around--if it's even shown to have any significant effect on gameplay.
Yeh while the replicating creeper benefited the stashes as they had near infite supply of creep to pull from, the upper limit on creeper replication, meant that that the when the stash dropped it was preventing the creep from replicating. I would make a guess that a map that has no emmitters and includes an upper height limit on creep replication is most likely unlose able as long as you can make a wall with terps that is maximum replication height +1. A deadly feature of creep replication is that if you let a spore through it is even more deadly as the creep that is produces will be able to replicate.
@@XenithShadow I think that the only way for the unlosable situation you mentioned to come about would be if there were no disturbances to the surface of the creep. As evidenced by the dropping delta graph, when the surface is disturbed then the creep can reach a height above the upper replication limit, just depending on how much turbulence is caused by things like stashes
Surreptitious M Yeh i was just noting that it was a possible issue in some cases, as without emitters or stashes there is only so much natural disturbances that can occur in the creep, so an impassable wall could be a possibility.
Hooooly! I loved CW3 definitely one of my favorite strategy games to just chill on. My one and only gripe was that the creeper never actually adapted. It was a static enemy, did the same thing no matter what you did so once you found a good turtle strategy it was just a matter of time to win. But this! That red creeper, those blobs! I expect to love this many times more than CW3 because now the creeper will constantly and slowly change how it behave based soley off of what the player does and I think that's cool as all get out! I so cannot wait!
Just wanted to say, great job man! Keep it up!
Potential feature: when you click on the building destroyed splatter on the lower left corner, could you center the view on the building location? So that it brings it into focus quickly.