you could have acid, that damages ships and metal and you could add a "metal eating compound" that is created and doesnt eat your ships. I like the idea of there being a choice to invest into making a substance or risking the acid to get in the way.
Deffinitly becomes an "do i want to go risky and save time, or slow and risk the enemy building up more" desicion. Which is a dilemma strategy games should have.
Love it! Couple things i'd like to point out a few ideas (and i know it's all still in flux): - Sand should slow down the flow of ship movement significantly, and the sand's flow direction should affect that too. - Ships trying to move into sand must spend additional effort to displace the sand out of the area they are occupying. This may require sand compression to work to allow ships to do that in tight spaces. Compressed sand stacks the friction penalties. - Sand should not flow like water, it should be slow, however, it should also interfere whenever you try to build anything on top of it, like, if you want to plug that hole leaking sand - the sand should slow the shield construction significantly on the pixels the sand is flowing through. - Lava should damage ship pixels as they move across, but there could be a campaign upgrade to make the ship pixels avoid lava as they move. - Lava should be more viscious and resist flowing with just one pixel. I'd love to see lava to flow faster with 3-4 pixels of height, but move slower or none at all when it's just 1 pixel. This way, with just one pixel, lava wouldn't flow or flow very slowly, but opening a tunnel with 3-4 pixels would make it easily flow through it
don't get me wrong, creeper world are a amazing game series , but we need to be a awful lot more to make an impact on the algorithm. especially for a development progress video. i would like to be wrong here, belive me
How about systems deep inside nebula so they are occluded from any direction, but if an area is completely encircled by sensors it can be penetrated. This allows you to make areas that must have all surrounded systems beaten first.
Goddamit, it is quarter past midnight and I was about to just put on a song while I brush my teeth and then go to bed. Only to see this video having been released 2 hours ago. Guess quarter past one is also a great time to go to bed, right? Oh and the top part of the map looks like a happy face with a wide grin and cat ears to me, at least at the start of the mission. I like it
Did you make it to the end of the vid? There was a new "unit" unveiled! Its so cool we can move the [new unit spoilers] this time (lol i dont want to spoil the surprise if you fell asleep) Id say a peek at the new unit and the galaxy map reveals were worth the late night.
@@ajax4165 Oh, I did make it to the end. The teleporter is neat. I am not sure I like how the lava managed to block the creeper near the end. I think it would be neat if enough creeper pressure could push out lava through a tunnel system
I was slightly skeptical about this, being someone who found out about CW only with the 4th game, I wasn't sure how it'd work side on like this, but this genuinely looks amazing, the mechanics look extremely fun to mess with, the terrain manipulation, overall, I love it. I can't wait to play it, and I can't wait to see what people come up with for custom levels :D
Eagerly awaiting for this games release, this series has often satisfied the slow thoughtful strategy that I don't see often in other games. Keep it up :).
So excited man I have hundreds of hours in CW and particule fleet Ur games are aways so great It may be in ur mind already, but will there be a way to create or terp in these custom materials like acid, sand, etc?
I don’t think the upgrade window needs to be moved, but having it minimise down where it is (above the ship image) to just show the resource would be perfect.
Yeah, shields seem a little strong right now, but I'm sure that's easily fixable! Either different types of creeper that have different levels of corroding, or perhaps more dense creeper corrodes faster, or the shields start weak but can be steadily upgraded with resources, or even investing resources to slow the active decay of the part of the shield that is directly exposed, asymptotically to the point of almost no damage (with the more resources invested, the tankier the shield) Either way, I'm sure all of these factors can be easily tweaked in the editor anyways. Keep up the good work!
Some ideas, unsure if you already have this sort of stuff. 1) Carriers, these could spawn upto a max limit of fighters/bombers and they are given a path to patrol, they can die and take time to replace (like an ammo for the carrier). 2) Drillers, they just dig straight down and have a UI you can tick that can stop or start them. 3) Protection drones for bigger ships, they patrol in a circle around the ships with short range lasers/machine guns/missiles (maybe a blank template that you can upgrade to different weapons). 4) Sonar/radar pulse, it will trigger every X seconds and spread out like a wave, this may reveal hidden enemy bases/resources that are hidden with normal fog of war. 5) Throwers/Spreaders, these take a liquid and spray it in said direction. You can fill them using transports or some way to funnel the liquid to them. This could work for fire/lava/water/gase/acid etc
Looking real good. Cant wait to get my hands on it. I do hope you do some interesting alchemy to discover with the falling sand physics - both things that are good and bad for the player.
I think it would be fun if you could make ships for just the current mission, similar to how in other games you built turrets, rather than having a set loadout when you enter a mission, maybe it could be very energy expensive, to where the ships you build are either less effective or less energy efficient, so they consume much more energy than the ones in your fleet (mainly because I love the expansive crawling warfare of the previous titles)
Automatic like! Something that would be interesting (and necessary) these days is controller compatibility or optimizing gameplay for the touchscreen. This IXE reminds me of the rise of Flash, ActionScript is still my favorite programming language. I look forward to playing when it comes out =)
It would still be difficult to control a cursor with only a joystick.. thats been an issue for all RTS games. At least we can pause in these games lol I can say CW 3,4, and particle fleet can feel easy to play on steamdeck. Once you get used to a good controller config, it feels just as good as playing on kb+m. The touch pads for mouse and hotkeys help. The back buttons are mostly modifiers like delete, shift, middle mouse, etc. I could easily see these games on a phone once touch input is figured out. That would be sick.
@@ajax4165 I agree. RTS demands a lot of camera control, groups and shortcuts in general, which ends up making it difficult to implement compatibility with the controller. I ended up using the Controller Companion to play CW3/4 and Particle Feet, like Starcraft on the N64, it requires a good amount of time to adapt, even using it in conjunction with the touch. At least today we have more buttons and two analog sticks. :P
What if instead of crux for the upgrade resource, you flavored it as data? Sensors collecting all kinds of information for every instance of creeper destruction which can be used for theorizing, simulating, and developing upgrades. Looking good, can't wait to get my hands on this. :D
Love seeing progress and new info on creeper world. Ive played since the first flash games. So i understand that you collect new ships over several missions, will there also be uppgrades that carries between missions? Like 1-5 slots in the mothership for upgrades? More max storage, packet speeds, max number of possible ships to bring on a single mission increase, stuff like that?
Eyyyy it's the man who designed my childhood games! Have always loved creeper world, am wondering if you have had a look at Noita, as it's taken the idea of simulated particles to a whole new level. Might be a good source of inspiration.
This is very exciting! I love your games, and this installment looks like it will be another fantastic experience! Thank you for making such fun and clever games.
This is... INSANE !!!! 😲😲😲😲😲 No game have ever had this kind of gameplay. The level of physical laws used in this one (fluid dynamic for instance)... Holy crap !!!
it look extremally slow. may-ve instead of "speed x1, x2, x3, x4", have "speed x1, x2, x4, x8" would be better. (or "speed x0.5, x1, x2, x4" but with the default speed being the double than it)
My god. Every time its something new. And this new is perfect! Every part of Creeper World are different, but the same. You don't getting bored playing this games. Hoping getting some real global things in future. AND MORE DAKKA!!
A Falling Sand inspired game piques my interest, but this is far from what I want to see out the Creeper World series. It would be better if you gave it a more distinct spinoff name, but I guess "IXE" appendage isn't too bad.
Love your games, played all of them. I like scenarios better when there are multiple ways to solve them. CW4 felt a bit weird because almost every level was like a puzzle with one right solution. I hope IXE will give players more freedom.
Question about the shield being OP thing: Do you want this to be a puzzle game, or to be a tower defence kind of game? Depend on that, the shield might be too OP or not
Currently it feels like the water is turning into gravel and not the lava, might be better if the lava is the thing that turns into gravel when they touch.
22:20 I'm curious. Do you need some sort of LOS to space to be able to get off-planet? Only if not you could be 'trapped' and still just warp out of there. It might be an interesting aspect to actually need an escape route at least your main ship. It would make things seem a bit more deadly. On the other hand it might just be too punishing i just wanted to throw it out there.
i hope that if you dont like a certain mechanic, you can speck in another direction and still succeed without it by having other viable options. I dont like anti creeper, personaly.
Gotta be honnest, i'm really not a fan of the the side view and graphics. But i wanted to say i really enjoyed creeper world 4, discovered the franchise with 3 wich was also great, i think i'll pass on this one, but i really liked the two previous ones, maybe i'll check the gameplay of this one a little more, we'll see. Edit,: i watched the video more, iwas like that remind me of something, it remind me of "noita" visually, i wonder if your physics work in similar ways, seem different(the noita devs have a video explaining how it work, but you are the master i bet you saw it already), definiitly have more interest in the game after watching this video.
That's pretty cool! Any plans to allow people to make their own galaxies? For instance I like a creator for CW3, in CWIXE would they have the option to have their own galaxy instead of individual levels?
you really need to be better at naming things.... GreenITE, blueITE, FlowITE. I feel like -ite and -ium names are a bit to common in the Creeper universe.
I'm at 47 min now and this is very intresting. I jumped on this train at CW 3 and got stuck. To my joy CW 4 was announced a month after. Now, and a while back, IXE is shown and i want it. Very good job at these games!
To prevent ship particles from getting caught by little waves of moving creeper (and other nasty things) so easily, you could apply a blur filter to the weight penalty map. Then the particles will not only avoid just the creeper, but will try to keep a bit of distance. Gaussian blurs have a nice property that they're separable - if you do 1 pass blurring only in the x direction, followed by a pass only in the y direction, it's mathematically equivalent to directly summing up the entire blur kernel naively, while being asymptotically faster.
Very interesting change of concept in this CW. I played all CW but the one which most stood out for me personally, was CW 3, in which I put more hours than I should :)
Heck yeah, can't wait! CW is a series I keep coming back to because they all share a rare quality - Every time I launch one, I know I'm going to have fun. I just can't think of another series of games that takes such a simple concept and makes it so unique every time.