Crafting Creeper World: An Interview with Knuckle Cracker
The Creeper World series has represented a different take on real-time strategy design over the years thanks to its focus on fighting against an unending force known as "The Creeper". The fifth game in the series is changing things up, most noticeably through a shift from 3D to 2D design. I recently spoke with the game's creator, Knuckle Cracker. In this interview, we discussed the series' design as well as the specific differences audiences can expect in the new release, Creeper World IXE.
SUPERJUMP
For people unfamiliar with Creeper World, what inspired you to make an RTS in this fashion?
Knuckle Cracker
I created the original Creeper World game in 2008/2009. I wanted to simplify strategy gaming and also explore a new type of RTS enemy… based on a fluid simulation.
SUPERJUMP
One of the draws and unique parts of the series is of course the creeper itself. From a technical point of view, what was it like creating the physics and simulation of the creeper?
Knuckle Cracker
In the original Creeper World, it was very, very challenging. Computers were slower, and so were game engines. So it took a lot of optimizations and tricks to pull it off. Over time, computers and game engines got faster. So I began to take advantage of that to improve the simulation.
SUPERJUMP
Given the unique design of the game and series, how do you approach map design?
Knuckle Cracker
For the top-down games, it’s almost always based on fractal relief terrain. For the side view games (Creeper World 2 and IXE), it is notably harder. Though, in the case of IXE, the terrain itself is also now simulated, so that opens up a lot of map design possibilities. In all cases, I like a good balance of fun, that doesn’t take super long for the player to complete. I also like to create missions that have more than one possible path to victory.
SUPERJUMP
Continuing with that question, how do you approach difficulty in your games, specifically making maps easier or harder?
Knuckle Cracker
I err on the side of easier than harder, at least for most missions I create. I leave the really hard stuff to the community. I also take advantage of the nature of the creeper world games… which is that some maps can be forgiving when you make mistakes. If there are ‘safe areas’ on a map, then if a player has difficulty they can regroup and try again rather than just fail a mission. In other words, rather than a difficulty slider, I try to make maps that are themselves forgiving. That allows for new and casual players to enjoy them as well as for experienced players to optimize the strategies.
SUPERJUMP
With Creeper World IXE, this is the first time in the series that you are going with a 2D perspective, what was the reason for the change?
Knuckle Cracker
Creeper World 2 was also a side view, 2D game. But that was some time ago. I wanted to explore this style of gameplay some more and it also allowed for experimenting with “Sand” physics. The interaction between a flowing creeper and a dynamically changing terrain controlled by a falling sand simulator seemed both unique and interesting, and something new to strategy gaming.
SUPERJUMP
Did working in 2D change your process or philosophy about map design, and if so, how?
Knuckle Cracker
The main difference for IXE is the side view and the dynamic terrain. That changes some of the particulars of a given map, but not the overall design philosophy.
SUPERJUMP
How was it switching to pixel art compared to the art style of the previous games?
Knuckle Cracker
Pixel art in some ways is more difficult than the 3d models and art of Creeper World 4. It can be difficult to get things that look both pleasing and are functional. This is especially true for fonts and text displays. A lot of RTS games need to show a lot of information to the player, or at least make it available. Having “lower resolution” to work with can make that challenging.
SUPERJUMP
Is there anything special or interesting about Creeper World IXE that you would like to mention to any fans reading this?
Knuckle Cracker
IXE has full support for players to create custom content. Everything from new units to changing the rules of the game. There is built-inmap-sharing scripting that allows for all sorts of fun. And because the game is “2D”, a player can create units easily. Small icons or other graphics can be used for ship and ship parts. The game also has an integrated upload and download map sharing system.
So whether a player wants to create custom missions or just play custom missions made by others, IXE has some of the most advanced support of any game in the series. Put another way, there will be thousands of user-generated missions appearing over time, with entirely new mechanics, units, and play modes. Players can help make them, or they can just enjoy them as they appear.
SUPERJUMP
Thank you for your time and best of luck with the release.
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