Mods and DLC don't really work together (in terms of business). But in terms of content Jurassic world has enough. But it has 20 different unfinished and broken little features and bugs. Generally what is expected from an unfinished game.
YES Another episode of my favorite show!!!! "What Virgl has been up to for the past month" i dont care how long it takes for each episode but its awesome!!!!
I played creeper world when I was a kid. To this day I am a huge fan of strategy games and I cannot tell you how excited I am for CW4 to be finished. I think you are doing a fantastic job! Keep it up!
ooo, the stash has some really interesting things that you can do with it. You could make a bunch of small ones that create a bunch of ripples in the creeper all the time, or in a a group every half minute. Or you could use it as a time limit. Or a final death wave you have to survive to complete a mission. Or a massive wave that hits every 5 minutes. And so on...
Or a back-and-forth mission: two sets of them on either side of the obvious starting area, timed to go off separately, so you have to move a bunch of defenses across your base in preparation for the oncoming wave, but if you're willing to risk it, you can try and make a push on the now weak side while those stashes are charging up!
My personal favorite idea- Wave Only Mode, where stashes are in such number that they take up pretty much all the creeper but then go off in massive waves all at once. Expand rapidly in the dry time, but get ready to defend!
what would be great is something like what the "control the creeper" maps did in cw3, where you could set certain emitters to, instead of letting the creeper out as fast as they can, store up to a pre-set amount and release it all at once, so maybe we could have cache-emitter hybrids, or "volcanoes"
A little gameplay idea! What if you add an option to change the viscosity of the creeper! So that it flows differently and faster/slower? Maybe that's an idea for the future? =D
Hmm... I like the idea but maybe this messes up the prediction of how much time you have until the creeper reaches your network. It would be hard to tell which areas you can cover in time. So it may would just end up in playing every map at least twice because you mispredicted the creeper flow. Perhaps just decrease the viscosity of the creeper from level to level a bit?
Manuel Brand Being adaptive and unpredictable is kinda the point of the stuff. It may upset local champions of Nurgle, but it's a step in the direction of making the actually scary civ destroyer that the lore keeps mentioning but we don't get to see.
I really like the concept of the vine and would like to see it expanded further, these are some ideas i came up with: - The vine spreads in every direction and forms branches, soaking up creeper, forming a network similar to the energy network of the player base - The growth of the vine is dependant on the soaked-up-creeper, making it grow faster, the more the mission progresses - Instead of it (only) attracting creeper, it emits creeper out of its stored creeper at places where it is not surrounded by creeper - The vine surrounds itself in a thinner layer of creeper than in the video, so it doesn't look so irregular The vine would be the creeper frontier and the destruction of its center a fine victory conditon
Stashes could be used to make really cool race levels with the creeper starting out very week with only two emitters but stashes with high fill ratios like 10/1 or 20/1 that are spread across the map. Dont neutralize them fast enough and you're going to be looking at an ocean of creeper.
You should probably decrease the speed of the vines whenever they're going up or down in terms of elevation, that way they're more impacted (but not halted) by things like the canyon walls in this mission.
You didn't mention it, but I noticed the anti-creeper was able to use the vine to get over the wall as well. That's a really interesting mechanic. You could have a situation where you want to keep the vine growing up to a certain point to use it to get anti-creeper somewhere that you couldn't with a sprayer. Also, a cache for anti-creeper that could be manually released early (or held until manually released) could be an interesting tool. Finally, could you make a cache that collects creeper but converts it to anti-creeper when released?
One possible interesting feature would be that when nullified, a stash switches to converting creeper into anti-creeper. Though probably at a lower ratio.
BaseDeltaZero, that would put you in the position of wanting to neutralize the stash without totally clearing the creeper from the area first. Interesting.
suggestion: have the stashs grow like a crystline-tree. and then when it releases have the branchs fall down into the creeper below. also, this addition implys that the creeper now has a SOLID FORM!....*sudder*
I noticed at 10:25, that the creeper doesn't "fall" from the high terrain, rather it teleports to the lower terrain instantly. Also, a suggestion: the grey line that separates two levels of terrain, could be coloured depending on those particular terrain levels. For example, the line between brown and white terrain can be light brown.
Have you ever considered adding a a 'world' view later in the game? Where you have a set amount of command modules available to use, where you can either complete the mission to the minimum (e.g. retrieve some data from a structure which requires some amount of time for all the packets to move from the structure to the command module, which would allow you to retrieve the command module and let the creeper continue to rule the area), to the bare minimum (e.g. controlling X amount of area for Y amount of time, which would require you to leave the command module active at the site) or eliminate all creeper (which would also let you take the command module back). Furthering onto that, if you do manage to eliminate all creeper in the area maybe you could leave the command module active allowing you to build bases which can produce other useful resources that can only be produced in unhindered factories - e.g. creating more command modules - and the only place where you can build labs for furthering tech (like CW3). Doing this should add more layers of tactical thought and will make the game feel even newer, instead of doing a boring - yet effective - star system like RanDumSocksGames suggested.
Suggestion: Could you add a type of enemy building that when submerged in creeper slowly increases global production of every emitter? It would be nice if being slow could mean being swamped in the long run
I just would like to throw in that it's always nice to implement colorblindness features. To be able to recolor certain elements would make the game easier for a bunch of people like a couple of my friends. Big fan of Creeper World 3 but Creeper World 4 looks so much more interesting.
Awesome big fan since creeper 1 Idea: one thing i have when playing creeper is that there’s a point on every level where the tide turns and you become stronger than the creeper. And then the rest of the level is just you pushing back the creeper. And the challenge is lost -How about an creeper form that gets stronger when the creeper is losing ground?
I'm so glad this video was recommended to me! I bought Creeper Worlds 1-3 right around the time 3 came out (saw the Armor Games slices of them), enjoyed them all, but had forgotten about them over the years since. It's great to hear you're making another!
You're one of the people who inspire me to become a great game designer, and one of the reasons I'll be going to college for a game design degree starting this fall. Thank you.
You have got a lot of interesting concepts going on here and it's nice to see the refinement upon them throughout the development process. Keep up the good work and I see a very fun game coming out of this. The Creeper World games are always interesting, and many of the levels are still fun to play years later.
really nice stuff, I remember seeing my dad playing creeper world a few years ago, and stumbled upon your channel a few months ago. Was fun to rediscover it!
Hi, Just wanted to say your voice is the bob ross of video games. around 2:00 when talking about the collectors and laying them out, I got the Bob Ross "happy tree" and "we don't make mistakes, just happy accidents" vibe off of you. lol. Love the series, cant wait for the new one
Wohoo :) love your work. I'd love to see some more fun risk vs reward totems rather than just the shield totem. In the lines of a totem that applies an attractive force on creeper but dissipate creeper within it's boundries. Or one that quickly clears an area of creeper but scatters it into another. Love your videos and am waiting patiently for the next one.
I really like what I'm seeing here. I love that creeper graph, really shows how much of an impact you're having. In that regard it would be nice if we could change certain aspects of the interface, like being able to stretch that graph all along the bottom of the screen to get a more long term view. I'm looking forward to the next update video. Keep up the good work. :)
I'm not a game developing expert. I have however played every CW game I could find and followed newer releases since CW2:Academy. Your ideas for gameplay are unique and a lot of fun to explore. Looking forward to this one, it already looks quite enjoyable.
this is really shaping up man! nice work, i love the creeper graph, one suggestion i have for that would be to add notable events, such as nulifying an emiter or activating a totem marked on the graph also if its not already possible mabey have the full graph viewable in the end game screen, so you could then look back and see specific moments where you managed to nulify an emiter but then some blobs and spores released it and you were on the back foot again. really looking forward to playing this when its done, i can think of other developers who i shant name who would simply rush to finish the game but you take your time and it shows in your work.
I bought the Creeper World bundle on steam, and I've been playing solid for about a month now. I have to say, a 3d map version excites me like none other. I am absolutely in love with the tidal waves, and how the shield pushed back a wave of creeper that rebounded! I love that! One of my main thoughts about the game is that it could be much harder. I love the idea of the shield pushing back a wave of creeper that is going to punish you when it rebounds... That is, if you're not ready, and there is something for it to rebound off... I love the progress. Thank you so much for developing this for us. Blizzard is an amazing game company because they work with the "It's done when it's done." philosophy. I totally understand you doing that. It's a solid move. Keep up the good work and thanks again!
If you looked at the vine, it was transporting AC up the hill, it shares the same functionality of Digitalis, excluding being more sentient. Edit: Look at 25:30
I remember about 6 to 7 years ago I stumbled upon this game on Kongregate and I loved it. I was about 8 and it was such an amazing game for me, my computer was old and couldn't run many things but Creeper World was one I could run. I would play it very often and I would be excited to come home from school to play it. Now as a Sophomore and finding this brought back so many memories and now I'm extremely excited for this game to come out. Ill definitely be following these videos until the game comes out, good work so far!
After playing CW since CW1, back on Kongregate, it really, really brings me joy to see development on a new version! Keep up the great work! I know I'm looking forward to seeing the finished version!
This is looking good. My one thing that I wasnt the happiest with Creeper world 3 was the creeper and enemy variation. You are hitting that on the nose with CW4. Can't wait to when its done!
Your intro preamble was exactly me. Thank you for the explanation. Vid popped up, thumbnail looked neat, 'wtf even is this?' not a second later you explained.
Until this month, I never played your games before. Until I started to see this videos I really don't know why. I finished the arc creeper 3 in like 1 week. This game franchise is great, I would like to see some more "aggresive" tactics on the side of the creepers. Great work! I'm really excited to play your new game anytime you feel it is done. I hope you get your reward for looking so many people enjoying your dev videos. Btw: the new creeper waves are soooo good lookinng.
Just watched your last update today and said to myself "You know, it's about time for an update video." And here you are! Can't wait for the game to come out :)
this is pretty sweet. one of the things that i l always wanted from the creeper was for it to be more aggressive as it always felt like a very passive threat, keep up the good work man!
One thing I definitely always liked about your games is that the user has a lot more options for controlling how it looks. Not just quality settings but turning tings fully on or off.
I love the new changes. However, two things I hope they get more love: 1- Energy, throwing antennas around to get small patches get tedious over time. Its hard to integrate the miring mechanic from Particle Fleet, kinda impossible actually, but how about adding something like an outpost. If you were to link to it, it will give energy and connection over a much wider area than regular antenna. Put one or two in a mission and it should make life easier. 2- New structures, specifically offensive structures. I expect to see all the vanilla structure to be present and that's good. But we really need some new stuff. Say, there is a mine deep in creeper territory. You can build the structure "fountain" on it. The fountain will mine the ore and immediately turn it to anti-creeper, without a trip back home. You can add a functionally to push the anti-creeper in a certain direction. Maybe the fountain could act like an anti-creeper Mortar. Overpowered, but limited by mine location and the fact you are not utilizing the mine for other things since the fountain is on top of it. Adding things like this should open up new strategies and interesting plays. Take your time with development, rushed games are the worst. Best of luck, Loving Fan...
Hey Knucracker. Love your games, and I love watching your progress with CW4. I wish you the best of luck with the development and hope you're having at least *some* fun during it.
I LOVE that the vine spread it unpredictable unlike the digitalis. It makes it so you aren't completely safe when you secure an objective, I think it's great. Same thing with the nullifiers not completely destroying a node.
Soooo looking forward to playing this! Really enjoy your dev videos, too - so great getting to watch the game evolve! (Though it doesn't help with waiting patiently, lol!)
I am interested to see the story behind all this. I feel like its probably going to be between 2 and 3 (it kind of has to though). Civilization roulette! I think it was really clever Virgl, how you left it open for a enormous amount of civilizations to exist between what you showed us, and ways the creeper and tech evolved and went back and forth all before Creeper World 3.
I gotta say, I stumpled across these games by pure chance. And they were surprisingly good! Keep up the good work! The next addition is looking preeeetty sweet! Only the vine could maybe use some different textures. It looks a little bit too smooth. But the rest is looking really fine!
This is looking really impressive so far, especially for a (presumably) 1 man team. The fluid simulation especially, most AAA games don't even have that.
Man CW4 will be amazing! Suggestion: I would like to see some sort of information of the energy and resources production and consumption just like the Total creep graph or maybe a number. Keep up the good work! ;)
nice to see the little things that develop over time. things like towers have a terrain limit to where they can link: they cant link to other towers that are either too high or too low.
Hi! I played CW 1 when I was a kid (I believe in 2008/9) and I have played CW 2 and CW 3. I have just found your channel. I've extremely fond memories on the series and I'm just letting you know that I'm eagerly waiting for CW 4. I hope this comment will encourage you to develop CW 4 more wholeheartedly :).
Nice video ! Really liking the vines vs the old digitalis. Maybe you could implement more vines in missions, so there are more angles of approach for the creeper or make even single vines be able to "branch of", so it has a main vine and ,just like tree branches, grows in multiple directions. You could also tie this to time/frames, so "creeper" has a way of getting stronger over time. Something a few people mention and i agree with myself (i know it's hard and the player has to be able to win if he plays it correctly) is that there just comes a 180 point where the creeper has no chance of really winning or atleast pushing you back anymore. I know you are trying to address this with multiple creeper units and special abilities (loving the Sick Sack :P) but even then there's a point where they just won't be able to pierce your defenses anymore. Maybe the creeper, in general, should have Frame/Time Scaling. Not in the way that you have to manually say after x frames come y units of skimmer etc. but a somewhat dynamic formula so creeper keeps getting stronger aswell. This could be used for everything, emitters emitting more, stashes increasing their multipliers, skimmer boxes increasing the amount skimmers they send etc. This could also open an "easy" path for different difficulty levels, normal = nothing changes, hard = scaling in general or scaling for x,y and z increased by amount w. Can't wait for CW4, instabuy :)
Addon : I hope the storymissions are gonna be a lot harder than the test missions we've seen so far, but ofc this is WIP testlevels. Also the creeper graph is awesome!
I loved the way when totems activated all the creep evaporated, but I would also love to see some more creep "total destruction" effects, like creep bombardment, a huge wave of total destruction, super-anti-creep cannon that you may even control, but you gotta wait for it to charge up, but thankfully, it only uses natural resources, and etc. Hope you'll find something useful from my ideas.
I like the graph. There were so many times in the third game I wanted to know if I was destroying creeper faster than it was being produced or not. Awesome addition and everything else seems cool, can't wait for the final game
Looking better and better! Perhaps the vine could have a slightly more vertical design? Maybe some branches sticking up? Since the creeper flowing over it is shaped like a wall and it looks a bit strange when it's just a pipe on the floor.
These vines will be amazing in custom maps, I allready got the idea of a "Kraken" with 5 vine hubs and red creeper for an inteligent boss fight kinda deal! :D
Im so glad i stumbled over CW 1 on armor games as a little kid, This is shaping up to look amazing!
me tooo man
I played Creeper World one, two, and the demo for three... Still don't have three but I enjoy watching people play as this is one of my favorite games
do you want creeper world 3
Kinda yeah
CW3 is on steam right? I could probably gift you it
Take your time, releasing an unfinished or rushed game is worse then taking longer and having it filling and enjoyable. Keep up the good work!
*cough* jurrasic world evolution *cough* *cough*
lol
facts. I thing JWE is going to be one of those games where mods and DLC actually finish the game
Mods and DLC don't really work together (in terms of business). But in terms of content Jurassic world has enough. But it has 20 different unfinished and broken little features and bugs. Generally what is expected from an unfinished game.
A delayed game is eventually good, but a rushed game is forever bad.
YES
Another episode of my favorite show!!!!
"What Virgl has been up to for the past month"
i dont care how long it takes for each episode but its awesome!!!!
Another episode of my favorite show!!!!
ahahahaha you know what it is..........Weird how just seeing it being built can be fun.
I so want this game.
Yes.
Well this game is nowhere near finished so you're going to have to wait.
Yes.
you should buy creeper world 3 to help support this amazing dev c:
I have. Did so after watching these videos on Creeper World 4.
each time I see these dev vids, the game just keeps looking better and better by the minute
I always love seeing these dev videos!
yeah, wish there were more I want to play it so bad
One thing I adore about the new UI is the ability to see collector radius before they are built.....
NOW MY OCD CAN BE SATISFIED
I played creeper world when I was a kid. To this day I am a huge fan of strategy games and I cannot tell you how excited I am for CW4 to be finished. I think you are doing a fantastic job! Keep it up!
ooo, the stash has some really interesting things that you can do with it. You could make a bunch of small ones that create a bunch of ripples in the creeper all the time, or in a a group every half minute. Or you could use it as a time limit. Or a final death wave you have to survive to complete a mission. Or a massive wave that hits every 5 minutes. And so on...
Or a back-and-forth mission: two sets of them on either side of the obvious starting area, timed to go off separately, so you have to move a bunch of defenses across your base in preparation for the oncoming wave, but if you're willing to risk it, you can try and make a push on the now weak side while those stashes are charging up!
My personal favorite idea- Wave Only Mode, where stashes are in such number that they take up pretty much all the creeper but then go off in massive waves all at once. Expand rapidly in the dry time, but get ready to defend!
what would be great is something like what the "control the creeper" maps did in cw3, where you could set certain emitters to, instead of letting the creeper out as fast as they can, store up to a pre-set amount and release it all at once, so maybe we could have cache-emitter hybrids, or "volcanoes"
VOLCANOES!
Imagine programming Anti-creeper stashes.
A little gameplay idea! What if you add an option to change the viscosity of the creeper! So that it flows differently and faster/slower? Maybe that's an idea for the future? =D
or have some levels that have incredibly high or low viscosity for something different.
I like that idea!
I think that setting when making levels would be included since cw3 experimented on that
Hmm... I like the idea but maybe this messes up the prediction of how much time you have until the creeper reaches your network. It would be hard to tell which areas you can cover in time. So it may would just end up in playing every map at least twice because you mispredicted the creeper flow. Perhaps just decrease the viscosity of the creeper from level to level a bit?
Manuel Brand Being adaptive and unpredictable is kinda the point of the stuff. It may upset local champions of Nurgle, but it's a step in the direction of making the actually scary civ destroyer that the lore keeps mentioning but we don't get to see.
I really like the concept of the vine and would like to see it expanded further, these are some ideas i came up with:
- The vine spreads in every direction and forms branches, soaking up creeper, forming a network similar to the energy network of the player base
- The growth of the vine is dependant on the soaked-up-creeper, making it grow faster, the more the mission progresses
- Instead of it (only) attracting creeper, it emits creeper out of its stored creeper at places where it is not surrounded by creeper
- The vine surrounds itself in a thinner layer of creeper than in the video, so it doesn't look so irregular
The vine would be the creeper frontier and the destruction of its center a fine victory conditon
Really like the changes you made. Especially separating the different units. The stash is also a really cool idea. Keep up the good work.
Stashes could be used to make really cool race levels with the creeper starting out very week with only two emitters but stashes with high fill ratios like 10/1 or 20/1 that are spread across the map. Dont neutralize them fast enough and you're going to be looking at an ocean of creeper.
You should probably decrease the speed of the vines whenever they're going up or down in terms of elevation, that way they're more impacted (but not halted) by things like the canyon walls in this mission.
You didn't mention it, but I noticed the anti-creeper was able to use the vine to get over the wall as well. That's a really interesting mechanic. You could have a situation where you want to keep the vine growing up to a certain point to use it to get anti-creeper somewhere that you couldn't with a sprayer. Also, a cache for anti-creeper that could be manually released early (or held until manually released) could be an interesting tool. Finally, could you make a cache that collects creeper but converts it to anti-creeper when released?
I wonder if he’ll have the ability to make custom coding like he had in 3. You could probably do that in custom maps if so!
Hmm I didn't see that
Good catch
One possible interesting feature would be that when nullified, a stash switches to converting creeper into anti-creeper. Though probably at a lower ratio.
BaseDeltaZero, that would put you in the position of wanting to neutralize the stash without totally clearing the creeper from the area first. Interesting.
Maybe just make it stash anticreeper and multiply it, then releasing the stash. It would not be as counterintuitive.
suggestion: have the stashs grow like a crystline-tree. and then when it releases have the branchs fall down into the creeper below.
also, this addition implys that the creeper now has a SOLID FORM!....*sudder*
I noticed at 10:25, that the creeper doesn't "fall" from the high terrain, rather it teleports to the lower terrain instantly.
Also, a suggestion: the grey line that separates two levels of terrain, could be coloured depending on those particular terrain levels. For example, the line between brown and white terrain can be light brown.
Have you ever considered adding a a 'world' view later in the game?
Where you have a set amount of command modules available to use, where you can either complete the mission to the minimum (e.g. retrieve some data from a structure which requires some amount of time for all the packets to move from the structure to the command module, which would allow you to retrieve the command module and let the creeper continue to rule the area), to the bare minimum (e.g. controlling X amount of area for Y amount of time, which would require you to leave the command module active at the site) or eliminate all creeper (which would also let you take the command module back).
Furthering onto that, if you do manage to eliminate all creeper in the area maybe you could leave the command module active allowing you to build bases which can produce other useful resources that can only be produced in unhindered factories - e.g. creating more command modules - and the only place where you can build labs for furthering tech (like CW3).
Doing this should add more layers of tactical thought and will make the game feel even newer, instead of doing a boring - yet effective - star system like RanDumSocksGames suggested.
Suggestion: Could you add a type of enemy building that when submerged in creeper slowly increases global production of every emitter? It would be nice if being slow could mean being swamped in the long run
I just would like to throw in that it's always nice to implement colorblindness features. To be able to recolor certain elements would make the game easier for a bunch of people like a couple of my friends.
Big fan of Creeper World 3 but Creeper World 4 looks so much more interesting.
Awesome big fan since creeper 1
Idea: one thing i have when playing creeper is that there’s a point on every level where the tide turns and you become stronger than the creeper. And then the rest of the level is just you pushing back the creeper. And the challenge is lost -How about an creeper form that gets stronger when the creeper is losing ground?
Crown9 I think the red creeper is an attempt to do this exactly that.
Maybe like another emitter or two spawn on harder maps when the creeper loses x amount?
or just as suggested somewhere above to emit more creepers the less emmitors are active
I'm so glad this video was recommended to me! I bought Creeper Worlds 1-3 right around the time 3 came out (saw the Armor Games slices of them), enjoyed them all, but had forgotten about them over the years since. It's great to hear you're making another!
You're one of the people who inspire me to become a great game designer, and one of the reasons I'll be going to college for a game design degree starting this fall. Thank you.
What is funny is that I don't even think I will end up playing this game. It is just really entertaining to watch the development for some reason
You have got a lot of interesting concepts going on here and it's nice to see the refinement upon them throughout the development process. Keep up the good work and I see a very fun game coming out of this. The Creeper World games are always interesting, and many of the levels are still fun to play years later.
really nice stuff, I remember seeing my dad playing creeper world a few years ago, and stumbled upon your channel a few months ago. Was fun to rediscover it!
Hi, Just wanted to say your voice is the bob ross of video games. around 2:00 when talking about the collectors and laying them out, I got the Bob Ross "happy tree" and "we don't make mistakes, just happy accidents" vibe off of you. lol. Love the series, cant wait for the new one
I really like how the skimmers move across the map. The way they jump off ramps in the terrain and drift about, it makes them fun to watch.
Wohoo :) love your work.
I'd love to see some more fun risk vs reward totems rather than just the shield totem.
In the lines of a totem that applies an attractive force on creeper but dissipate creeper within it's boundries.
Or one that quickly clears an area of creeper but scatters it into another.
Love your videos and am waiting patiently for the next one.
I'm so stoked for this. You take the time you need, man. I can already tell it will be worth the wait.
I legit cannot wait to play this. Watched all your dev videos back to back as soon as i noticed CW4 was in development. Looks fantastic so far.
i actually interviewed you (over e-mail) nearly a decade ago because i fell in love with CW. Happy this is going 3D.
I really like what I'm seeing here. I love that creeper graph, really shows how much of an impact you're having. In that regard it would be nice if we could change certain aspects of the interface, like being able to stretch that graph all along the bottom of the screen to get a more long term view. I'm looking forward to the next update video. Keep up the good work. :)
2:26 "...just place a few of these guys, a little like this..." - Bob Ross' ghost
I'm not a game developing expert. I have however played every CW game I could find and followed newer releases since CW2:Academy. Your ideas for gameplay are unique and a lot of fun to explore. Looking forward to this one, it already looks quite enjoyable.
this is really shaping up man! nice work, i love the creeper graph, one suggestion i have for that would be to add notable events, such as nulifying an emiter or activating a totem marked on the graph also if its not already possible mabey have the full graph viewable in the end game screen, so you could then look back and see specific moments where you managed to nulify an emiter but then some blobs and spores released it and you were on the back foot again. really looking forward to playing this when its done, i can think of other developers who i shant name who would simply rush to finish the game but you take your time and it shows in your work.
I bought the Creeper World bundle on steam, and I've been playing solid for about a month now. I have to say, a 3d map version excites me like none other. I am absolutely in love with the tidal waves, and how the shield pushed back a wave of creeper that rebounded! I love that!
One of my main thoughts about the game is that it could be much harder. I love the idea of the shield pushing back a wave of creeper that is going to punish you when it rebounds... That is, if you're not ready, and there is something for it to rebound off...
I love the progress. Thank you so much for developing this for us. Blizzard is an amazing game company because they work with the "It's done when it's done." philosophy. I totally understand you doing that. It's a solid move. Keep up the good work and thanks again!
Aaaaaaaaaaaa the 3d version of digitalis
A seemingly more intelligent version too. It looks like it'll be able to exploit and react to your defenses in ways Digitalis can't.
My thoughts exactly. Makes me wonder if it will be affected by AC similarly in the near future.
If you looked at the vine, it was transporting AC up the hill, it shares the same functionality of Digitalis, excluding being more sentient.
Edit: Look at 25:30
Oh yeah! Good catch, totally missed that.
I remember about 6 to 7 years ago I stumbled upon this game on Kongregate and I loved it. I was about 8 and it was such an amazing game for me, my computer was old and couldn't run many things but Creeper World was one I could run. I would play it very often and I would be excited to come home from school to play it. Now as a Sophomore and finding this brought back so many memories and now I'm extremely excited for this game to come out. Ill definitely be following these videos until the game comes out, good work so far!
This looks great.
I bought all the other Creeper World games a few months ago knowing I'd like them.
You finally made me start playing them.
After playing CW since CW1, back on Kongregate, it really, really brings me joy to see development on a new version! Keep up the great work! I know I'm looking forward to seeing the finished version!
This is looking good. My one thing that I wasnt the happiest with Creeper world 3 was the creeper and enemy variation. You are hitting that on the nose with CW4. Can't wait to when its done!
Your intro preamble was exactly me. Thank you for the explanation. Vid popped up, thumbnail looked neat, 'wtf even is this?' not a second later you explained.
10 years of development.... dang dude! Keep it up and thank you for staying true to the creeper art style.
This looks so much better every time I see a new video by you! Keep up the good work, and I can’t wait!
Nice work. Way more fun visually than previous version. I was one of the early guys back at the start sending you bugs. Playing Arc, loving it.
Seeing the progress is always so fun, keep up the great work and I'm looking forward to this game.
I only jumped onto the CW series at number 3, but i'm really psyched for this. You're doing an awesome job my man :)
Until this month, I never played your games before. Until I started to see this videos I really don't know why. I finished the arc creeper 3 in like 1 week. This game franchise is great, I would like to see some more "aggresive" tactics on the side of the creepers. Great work! I'm really excited to play your new game anytime you feel it is done.
I hope you get your reward for looking so many people enjoying your dev videos.
Btw: the new creeper waves are soooo good lookinng.
I am very much looking forward to playing this version. Thanks for your dedication and effort!
I really love this level. This river of creeper looks awesome!
this is really good. i really like the new game play ideas with the stashes. really takes advantage of the new 3d modeling of the creeper.
I like that you are sticking with this and continuing developement!
Just watched your last update today and said to myself "You know, it's about time for an update video." And here you are! Can't wait for the game to come out :)
Idea: make a separate introductory video (if you don't already have) and have it linked in the card at the beginning.
or even set up an intro video at your main channel page for new people.
He's changing so much so frequently that i don't know if he could make one that's consistent enough for all builds
Not necessarily an intro to the game, just an video saying who he is, what he does, and what the channel's purpose is.
this is pretty sweet. one of the things that i l always wanted from the creeper was for it to be more aggressive as it always felt like a very passive threat, keep up the good work man!
One thing I definitely always liked about your games is that the user has a lot more options for controlling how it looks. Not just quality settings but turning tings fully on or off.
I am thoroughly amazed by the quality of work you do, Virgil. I am amazed as always.
I have completed all your creeper games, can't wait for this one!
You're seem like a really wholesome and upfront dude, i appreciate you and your great games.
I love the new changes.
However, two things I hope they get more love:
1- Energy, throwing antennas around to get small patches get tedious over time. Its hard to integrate the miring mechanic from Particle Fleet, kinda impossible actually, but how about adding something like an outpost. If you were to link to it, it will give energy and connection over a much wider area than regular antenna. Put one or two in a mission and it should make life easier.
2- New structures, specifically offensive structures. I expect to see all the vanilla structure to be present and that's good. But we really need some new stuff. Say, there is a mine deep in creeper territory. You can build the structure "fountain" on it. The fountain will mine the ore and immediately turn it to anti-creeper, without a trip back home. You can add a functionally to push the anti-creeper in a certain direction. Maybe the fountain could act like an anti-creeper Mortar. Overpowered, but limited by mine location and the fact you are not utilizing the mine for other things since the fountain is on top of it. Adding things like this should open up new strategies and interesting plays.
Take your time with development, rushed games are the worst.
Best of luck,
Loving Fan...
I really like the Level lines on the creeper and the terrain. Makes the maps easier to read.
Hey Knucracker. Love your games, and I love watching your progress with CW4. I wish you the best of luck with the development and hope you're having at least *some* fun during it.
Love these videos. I'm a fan of CW3 and I also can't wait to play this, but getting an inside peek at the development is something special. Thanks!
I LOVE that the vine spread it unpredictable unlike the digitalis. It makes it so you aren't completely safe when you secure an objective, I think it's great. Same thing with the nullifiers not completely destroying a node.
Soooo looking forward to playing this!
Really enjoy your dev videos, too - so great getting to watch the game evolve!
(Though it doesn't help with waiting patiently, lol!)
I am so hyped for this game! It is looking better and better with every Dev vid I watch!
The Stash pod thingy's are so cool! Fantastic idea and mechanic! And the Vine as well!
Hey man, been playing through the series & currently on CW3, loving it. Cheers. This looks awesome too.
knucklecracker improves every generation.
From flash to full engined games, I can't wait for 4
I gotta say! This game is looking incredible so far! I am in love with the new features already! I am very excited for full release!
Just stumbled upon Creeper World 3 a few weeks ago, and will definitely be buying this game once available
I don't even know how many years ago I started playing creeper world. I even played the daily map at kongregate. How much I love these games
I am interested to see the story behind all this. I feel like its probably going to be between 2 and 3 (it kind of has to though). Civilization roulette! I think it was really clever Virgl, how you left it open for a enormous amount of civilizations to exist between what you showed us, and ways the creeper and tech evolved and went back and forth all before Creeper World 3.
I gotta say, I stumpled across these games by pure chance. And they were surprisingly good! Keep up the good work! The next addition is looking preeeetty sweet!
Only the vine could maybe use some different textures. It looks a little bit too smooth. But the rest is looking really fine!
Aah, so very looking forward to this! I've been playing CW3 a lot lately, to curb some of my anticipation.
Dude, keep working on this! I'm really excited for the game, I love the Creeper World games!
:)
So excited for this! At first I thought the 3D look of the game was a bit weird, maybe even bad, but it has grown on me!
These games are so satisfying to complete levels in, excited that CW 4 is being developed.
Nice to see a 3D take. Looks like it's got a lot of raw potential!
Going back to see this after playing the Demo, I see you made a few changes to this map.
This is looking really impressive so far, especially for a (presumably) 1 man team. The fluid simulation especially, most AAA games don't even have that.
Man CW4 will be amazing! Suggestion: I would like to see some sort of information of the energy and resources production and consumption just like the Total creep graph or maybe a number. Keep up the good work! ;)
nice to see the little things that develop over time. things like towers have a terrain limit to where they can link: they cant link to other towers that are either too high or too low.
I know what I'm looking at, love the previous creeper world games, and can't wait to buy this one!!!
Hi! I played CW 1 when I was a kid (I believe in 2008/9) and I have played CW 2 and CW 3. I have just found your channel. I've extremely fond memories on the series and I'm just letting you know that I'm eagerly waiting for CW 4. I hope this comment will encourage you to develop CW 4 more wholeheartedly :).
Played Abraxis. Loved it. Nice to see you're making a fourth game.
The game is looking incredible
I love that it is still keeping the original creeper World feel but in a completely redesigned game engine
Nice video ! Really liking the vines vs the old digitalis. Maybe you could implement more vines in missions, so there are more angles of approach for the creeper or make even single vines be able to "branch of", so it has a main vine and ,just like tree branches, grows in multiple directions. You could also tie this to time/frames, so "creeper" has a way of getting stronger over time.
Something a few people mention and i agree with myself (i know it's hard and the player has to be able to win if he plays it correctly) is that there just comes a 180 point where the creeper has no chance of really winning or atleast pushing you back anymore.
I know you are trying to address this with multiple creeper units and special abilities (loving the Sick Sack :P) but even then there's a point where they just won't be able to pierce your defenses anymore.
Maybe the creeper, in general, should have Frame/Time Scaling. Not in the way that you have to manually say after x frames come y units of skimmer etc. but a somewhat dynamic formula so creeper keeps getting stronger aswell.
This could be used for everything, emitters emitting more, stashes increasing their multipliers, skimmer boxes increasing the amount skimmers they send etc.
This could also open an "easy" path for different difficulty levels, normal = nothing changes, hard = scaling in general or scaling for x,y and z increased by amount w.
Can't wait for CW4, instabuy :)
Addon : I hope the storymissions are gonna be a lot harder than the test missions we've seen so far, but ofc this is WIP testlevels.
Also the creeper graph is awesome!
I loved the way when totems activated all the creep evaporated, but I would also love to see some more creep "total destruction" effects, like creep bombardment, a huge wave of total destruction, super-anti-creep cannon that you may even control, but you gotta wait for it to charge up, but thankfully, it only uses natural resources, and etc. Hope you'll find something useful from my ideas.
It looks beautiful and you are it's creator, whatever you think is the right amount of time is right. That's all there really is to it imo. :)
nice to see progress/updates :) love your work! first played the online versions on kongregate.com but recently bought cw 3 on steam! keep on going :D
I like the graph. There were so many times in the third game I wanted to know if I was destroying creeper faster than it was being produced or not. Awesome addition and everything else seems cool, can't wait for the final game
I love CW3. Expanding a base outward and sending out expeditionary forces feels good and is conducive to my natural strategy game play style.
Stumbled across this a couple months ago, looks better with each new video.
Thanks! can really start to see the game shaping up now
Looking better and better! Perhaps the vine could have a slightly more vertical design? Maybe some branches sticking up? Since the creeper flowing over it is shaped like a wall and it looks a bit strange when it's just a pipe on the floor.
All 4 of your previous games have been slam dunks, so yes, as anxious as I may be to play this, I indeed still want you to take your time. =)
These vines will be amazing in custom maps, I allready got the idea of a "Kraken" with 5 vine hubs and red creeper for an inteligent boss fight kinda deal! :D
Holy what...I have loved creeper world 3 and this is gonna be amazing.
As much as I'd love to get my hands on CW4, keep going till it's ready. Getting your videos is almost as good as playing it.