in what universe is that ready to ship ? it's all placeholder for now, the unit abilities aren't even all decided yet, you're looking at a good year of further developpement before you can even call it a beta
Kinda my point dude/dudette. I'm referencing the low/rushed standards of game development nowadays. There are some studio's who would consider Creeper World 4 at its current stage of development a finished product and publish it, along with any game breaking bugs/blatant programming failures. Eg. Ubisoft, Sega, EA.
@@Soken50 He's got a point, Soken. Ever since gaming companies have taken to the internet, many have developed a bad habit of selling incomplete/broken games and patching them later or even selling the game in multiple pieces as DLC. EA is especially notorious in this aspect.
I like the edges of the map; much better than just a straight cut all around. Also, I like the flow of the game so far: in cw3, once you got control of the creeper you've essentially won, but this feels more dangerous in a way; which is good. I also think an enemy that creates waves would be good. Might as well make use of those water physics, right? Overall, I'm loving it, and can't wait to play (hopefully on Gog)
Ooh, it could be a super durable one that sucks up a large amount of creeper rapidly, giving you a chance to push forward if you're smart, but could also heavily punish you if you don't defend the forward position in time. Along with all the dangers of the creeper flooding through your base.
I would like an enemy kind of like the ship in partical fleet that directs the particals. So I'm envisioning some large slow moving blob that sucks in behind it and pushes that in front of it, generating a large way in front of it the farther it moves.
My thought for such an enemy would probably be something like the black holes. Suck in a bunch of surrounding creeper, up to a limit or time and then dump it all at once.
I noticed the blobs seemed to make small waves moving around inside deeper creeper. This would be a great idea to have, especially since Virgil seems to be thinking more about how Creeper moves around in general this time around - making the liquid enemy more liquidlike certainly is something I'd enjoy.
Looking good. I rather like it so far, especially the shields. That said, I have a few ideas for them: Totem shields are a great idea, though I'd probably implement them as stronger than the ones you can build. Other types of totems could also be put to use. The shields you build requiring a resource, similar to anticreeper and arg. This makes them dependent on the production economy balance you have going. Last bit, a thought came to mind about a point-to-point wall, similar to network poles but requiring power, blocking creeper flow, but being vulnerable at the joints . Not as effective as the shields but synergizes with them.
I'm half an half. I think a "shield wall" could actually be neat. AKA, not a full bubble, just a wall. Takes a decent resources to stay up, takes heavy resources when actually fending off Creeper. I'm not big into the shards though, unless we get some sort of counter to them.
My personal concern about the shards is more their consistency in appearance and how large their AoE seems to be - I like the idea of the shards, but maybe not every single 'land' enemy should throw one up when it's destroyed.
They also seem to go far above the shields. And nothing seems to shoot them. Also from what I understand, you can't build shields, they are map placements no?
Idea: perhaps play the mission properly, then do a post-game comentary with pausing, slowmo and speed up? That way you can show gameplay without losing concentration and you can explain much more thoroughly in post? :D Good stuff, can't wait to play this game even in this state, i'd love to even playtest it.
I actually quite like this video, it shows the dev still enjoys playing the game himself, which is a very good prospect in regards to the probable quality of the finished product. + it's fun to watch this game. It's strangely soothing to watch a purple ocean recede.
I like the CW community. On mount and blade bannerlords devblogs, all you see is complaints about it taking too long. Most people here encourage it because it will cause the game to have less problems and more content.
A automatic system to filter out cheaters entering the scoreboard would be nice. Some games have that. Steam for example wont let you get achievements if you use cheats and sometimes even mods.
Suggestion: Give Pylons double or triple range when on crystals, so you can either have long range cannon/mortar, or a pylon that can help you capture a isolated high mountain peak far from your frontline.
They kinda do that with "relays" (pylons) and "power zones" (crystals) in CW3, literally ANYTHING you place on top of a powerzone works better, so it'll probably be like that here too.
That would require a path finding set up for the livery so you can set its path to go around anti air. Remember how bad guppies were with the sleeper maps? I would be a nice strategic twist, it would just require more thought to how air navigates.
SpaceJohn The current as in CW3? He said that blobs can deposit their load on top or a shield, and it'd slide off the sides. Sounds to me like CW4 would be capable of it.
An idea for a new mission type is a survival mission, the goal is to survive without your main structure destroyed and the creeper gets stronger as the mission continues. You could make it so you can't destroy emitters so it's all about playing defensively not offensively. Not sure if this idea would work that well but it could be cool.
Offensive strategy could still work, you just wouldn't be able to nullify the emitters, but exceeding their output would perform essentially the same job as the current nullifiers. Once you exceed their output, it's just a matter of keeping up with the output.
Could have a mechanic where they put out more creeper when turrets are close and could also adjust the scaling of creeper increase while turrets are close to further discourage that strategy. The hard part of such missions is balancing how much area the player has effectively available versus how much creeper they have to fend off.
Fun to watch an old update. What has changed looks largely for the better, as well as I can tell not playing. Lol. Excited for the demo to drop and more videos. Thank you for your hard work! Can't wait for CW4 to drop!
holy crap im buying this instantly on steam, i didnt know u were making the new one in 3D but it looks amazing and you're still adding cool new features!!!
Holy shit this is pretty much how I imagined it back in the day when I was playing the first game on Kongregate, good times :) Keep doing what you do mate can't wait to see more of your work
I'm glad there's a functional need for totems - perhaps the different resourced totems could have different effects. Looking great, the amount of work you've done on this is stunning.
Taking the NW totem early is probably a good idea, since all that fortified creeper looked to be giving you some trouble. Drivers would be good too - you're sitting on a decent energy stockpile for most of the mission, while mostly ore-starved.
The one he took right at the end?, i heavily disagree, if that totem is takeable from the start, the mission overall is way too easy. (not enough creeper, its only a good idea if the level is completely rushable). the land between him and the totem is almost indefensible when trying to defend from the east, its all low RELATIVE to the totems that are close and actually defend his economic valley. if you were to land over there instead of using liveries, you wouldn't have the economic base to defend your land. if you spent time fortifying your ground there, all the other totems become as difficult as just that single totem. He had to let it go and just defend his land, it caused a massive delay, yes. but there was no way to grab it. (again making the assumption that the level isn't way too easy/ less capable hands)
Not what I meant. He could have started the same but built the liveries far, far earlier in the mission, and had an easier time because of it. Controlling the extra power zone would also let him use more of the central valley for energy production.
Also consider that if it was taken as early as possible, it would of made it possible to harness another emitter for production, (granted it wasn't needed) and reduced the overall amount of creeper entities that could of spawned. (I think that emitter created some blobs, not sure though.)
i vaguely addressed that thought, but didn't directly do so, because of the reason i gave behind it. that being "it's only a good idea if the level is completely rushable". i agree that he could take that ground earlier, but it was tactically bad to do so. By that i mean, "moving faster" always lets you do more, but for a person who's distracted (streaming) or a novice, a sacrifice of focus must be made, that being, "to do that, he has to not do something else", and none of the things he did were wasteful actions, other than sitting on a large stockpile of underutilised energy. yes, he could use some of the energy he burned at 9:00 to begin the livery tactic, but as a tactical decision (making one decision over the other) he would have to neglect the south, in which case, he would end up in a similar situation as to the end of this mission, the only difference being the south emitter giving grief instead of the north west. Since liveries were used, no energy would be produced by choosing that route over protecting from the southern emitter. (both situations are winnable, but i know which position i'd rather play from)
This is the first video I've seen of CW4 and I'm impressed at how well you've utilized the z-axis for user interface purposes. For example, I can tell at a glance roughly how much energy is left in one of the "energon cubes" deposited by the Livery Shuttles just by seeing how tall or flattened-out they are. That's good attention to detail; please don't lose interesting touches like that when finalizing the graphics for those units/buildings/etc.
This is such a cool process. It's a BONUS that the games are _awesome_, but I find watching the game development process from your perspective to be very interesting.
Whoo! This is looking as amazing as ever. I love all the new creeper 'mobs' that are available, and personally believe some should need more counters then just 'anti-air' but I suppose thats the point of both the snipers, to be anti-concentrated creeper. Another thing is that maybe, if playbuilt shields are going to be a thing, we can have them be somewhat modified in the diameter of the shield, as well as taking more energy (and if they get a resource chain associated with them, that too.) they'll probably have to have a lower 'creeper required to slip inside and enclose the effective safe area' 'value' Totems originally were used to make Aether, I believe, so in that case, maybe having a option to change totems 'specifics' around at cost of a associated resource would be cool, would allow more playstyles of missions, say you have a 'shield totem' (and I haven't seen the forge yet, so this is assuming that its going to be here too.) but don't want a shield in that location or just not happy with the specifics of that shield (too wide or too small, playbuilt one being modified allows players to decide that.), being able to change that totem to a 'aether producing' one would be awesome. Another question is... Are networks that have some kind of energy production but aren't connected to a command center going to be able to generate energy for their network? I'd like that, but I also understand why the command center has been required each time, both as a energy storage and a 'router' for resources.
Love your games! This one looks like the best Creeper World yet! Its beautiful! Its gonna be awesome! Great ideas you're coming up with! My humble opinion... Needs more waves! Enemies that make waves. Timed waves being released. Creeper waves reinforcing each other. Corrupted creeper waves. Anti-creeper waves!!! Waves man. Waves.
I am so hyped for this, like I don't think you understand. Also I'm getting some Atlantis vibes from the shields, like the creeper just flowing over it.
Looking good so far! Only things that i am concerned about were those "shards" those guys dropped and the possible overcomplexity of resource management.
I can see the gameplay flow beginning to take shape. I'm liking the new way of handling power zones as non emitter entity to give the players a choice of rushing the emitter or taking control of those power zones first. The sparker change further splits the decision making process. I'm definitely interested in how these elements will be further iterated on.
I can really see how the game gets more depth with each video, which is great! That's exactly what I felt was lacking in CW3. Edit: I especially like the fact that you have different primary objectives. There's a point (in CW3 maps) where you know you basically won, but the game still drags and drags. Having these objective based missions mixed in is a great change of pace!
tbf i think a lot of missions will play very similary to CW3, given that if you have enough frontline defense, nothing will get into your backline. That said, with all the addes abilities for the creeper, i can't wait for PAC maps and custom maps that really challenge you.
Loving all the new additions. Still holding out for the return of the solar panel energy collection system that showed up with the mortars, I think a system for energy collection dependent on the terrain would be really cool.
Given my time playing CW3, I would have assumed the creeper to be more viscous in nature. I'm excited to see what you can do with the full implementation of 3d gameplay.
This wasn't mentioned but from what I've seen the shields seem to also block anticreeper in the same manner as creeper. Which gave me an idea placing an sprayer in always on mode in a shield to save more anticreeper.
Ah, a beautiful background listening to doing homework. Or something to leave homework to watch... Also, thoughts on calling redite = "rudane", bluite = "safteen". Just some random names I thought up when watching the episode.
I think some maps would benefit from a huge almost boss like threat, where you have to constantly weaken it or the creep grows stronger over time. This would force you to take an active approach instead of a wall of turrets that can never be beaten. btw I really like the idea of the red creep.
One thing i noticed is that the cannons sometimes "derp" a bit. They'll keep changing targets at quite different angles meaning they don't fire as frequently as they could. One way to get around it (that would be kinda cool to see, at least for me) is if they could shoot at a point in their current firing angle while in transition to their desired angle. It means there might be a slight delay to fire at their ideal target since they might have shot just before turning to that position but it should be quite minimal. It might be too much work for something almost no one would notice though.
I love the series and can't wait for this one, man! The only question I have is, Have you played around with the viscosity of the creeper? It seems way to watery to me. Thanks!
idea in regards to shields: have the player-built ones work as they do right now, but have the totem shields be impervious, allowing creeper to actually flow above them. might not be feasible depending on how the creeper is currently coded, but it would be an interesting mechanic.
I like the crimson mechanic you have the shields are pretty cool, although its somewhat strange that their cylinder shaped ...but maybe thats just cas im used to sphere-shaped shields from other games. still....very cool
I know it's only minor but I do love the integrity of the games natural laws. You haven't just added in units that come and shoot at the buildings. It's still all based around the same concept. Very cool I like that.
Would be very interesting to see those "towers" use the same effect on AC. Making it "thicker" or overall stronger. Simply doing the same thing to AC that would happend to creeper
Two thoughts: First, it seems like the thrown shard mechanic could be very unfair. Without shields, they can effectively disable large chunks of your network or vital defenses and there's not much you can do beyond praying to RNJesus. Maybe only have them drop where the thing died? At least then you could influence things by increasing the strength of your defenses. Second, it would be neat if you could create some sort of forward processing facility, so once you have collectors down on a forward base you no longer need to ferry in energy.
I think this is thinking too shortsightedly. So far, we're only used to building in redundancy at the front lines (more turrets never hurt) but this encourages having more than one supply line ready. Of course, it'd still be too harsh without any way to disable, redirect or destroy them, because maps will inevitably have natural chokepoints (intended or not) where redundancy can't fully mitigate their damage. It'd also feel pretty unfair to take those hits without being able to "fight back" in a way. So far, the name of the game seems to be "threat". Creeper should be able to threaten your infrastructure rather easily. Taking the whole base by storm should be incredibly hard, but the same should hold true for a "perfect defense". In the previous games, there was no real threat after the initial expansion phase left, so I think some "uncertain" elements are needed. Not necessarily "uncertain" in the way of RNGesus, but I like how specialized defenses require limited resources, making it possible to suffer a "strategic defeat" past the 2 minute mark, if you notice that you didn't get enough [resource] to defend against [enemy type] in time. This way, one can adapt their strategy on the next attempt. RNGesus throwing stuns in all the right places would be frustrating without a means to defend. In a mission like this, if one gets overwhelmed by the EMP stuns, one should probably adapt their strategy like this: "Next time, I'll try to repair the totems sooner and at [insert timestamp], I'll stop expanding and divert my resources towards sniper/missile production to get those up in time." Additionally, as VirgilW has demonstrated, positioning is important. Structures both under and behind those shields are relatively save from the shards while you should pay extra attention to the gaps between them. (There was that one lucky hit on his "supply line" (collector) in the back, but most of the shards landed in the gaps between the shields)
I do wish that one could make energy-parrticle-spawners as a replaceable building, but that hasn't really happened; Creeper World 2's Micro rifts were the closest thing to it.