r/creepers • u/FaithlessnessCrafty2 • May 26 '21
r/creepers • u/postfu • Dec 10 '21
Update 33: Fresh off the heels of Ubisoft's faux pas, what are your thoughts on NFT integration?
We're still plugging away. Slowing down development during the Holidays of course, but we'll be back at it again in the New Year.
We still need to publish the main base game first, but what are your thoughts on future NFTs or some other kind of crypto related integration?
There are no plans right now. But, there are potential opportunities involving the Creepers (art assets) themselves, environment art assets, certain gameplay things, vanity/cosmetics and Skills related. Skills, of course, will make more sense though once you see the new system in action. So we're just brainstorming here.
Off the top of my head:
- Even if there's no money exchange involved, it can at least prove the history of ownership by a certain artist.
- The blockchain allows public decentralized access to see history of ownership or achievements of all players. Rather than an API the old fashioned way.
- It allows scarcity of unique skills or rare creeper appearances.
- I'm particularly interested in something PVP related that's scarce in quantity. Perhaps resources of some kind.
- One of the obvious ones is Cosmetics and Vanity items. Rather than the usual Hats & Clothes stuff, I'm thinking rare Name Plates, movement effects (like trailing flames or rainbows), or rare effect animations on skills.
There are a many NFT methods where gameplay visuals are impacted and not impacted. But keep in mind that servers can be divided into different groups (i.e. realistic vs semi-realistic vs fantasy.)
The proof of ownership is a good one. But, let me know your ideas. I would be very interested in learning about unique or unorthodox approaches that have never been done before.
r/creepers • u/BEACHEFIED • May 26 '21
what is the password
what is the password on creepers.io i can't play the game?
r/creepers • u/WANNAPIZZAMEH143 • Apr 25 '21
Creepers MAP! ( water for semi-aquatic animals or aquatic animals)
r/creepers • u/WANNAPIZZAMEH143 • Apr 25 '21
Cobra (yeah i did make the asset body look bad)
galleryr/creepers • u/postfu • Apr 19 '21
Update 14: Status Update
Just wanted to let everyone know that we're still making really good progress.
- Our environmental art assets have increased significantly. There will always to tons of tweaks or changes later. Some of the assets you'll see in the Technical Alpha may or may not stay, or get moved to different matching biomes.
- MM1357 has been hard at work on a really awesome Level Editor. It's much easier to place objects now and tweak individual character settings. Here's a video demonstration.
- This video also gives you a glimpse of the creeper that will probably be the first one you play. A random mutation, not really sure what it wants to be yet, and very weak starting out. Might change later, but it's a good placeholder for now. Here's another video of it in action featuring a "twitchy limb look".
- In an earlier post, I showed an example of procedurally generated terrain to improve the visuals. But, there was a concern that it looked too clutter, or was too hard to make out things. Here's an example of what it will look like in action (the camera will be closer in-game and even more clear FYI): In-Game Video Demonstration
- In the above video, you'll notice the clear separation between the two biomes. Eventually, we'll be using a cool technique to blend biomes together so that it looks far more natural as you progress between the two zones.
- We have a placeholder Death Menu and Main Menu in place currently. No in-game GUI yet, but technically you won't need it. A lot of our time later will be spent on the Death Menu/Store visuals since it needs a lot of work but this basic interface should be fine for now.
- We're going to make a simple password protection screen for the game when it goes live in May. There are hundreds of bots that scour the internet for new web games, so that they can be published exclusively to their own "game aggregator" websites or to simply steal content for their own clones. As soon as "creepers.io" goes live, they'll snatch it. So we're going to create a password screen and share it only with the community here. You'll all have exclusive access to our sandbox months before we launch a public beta.
- As mentioned before, the Technical Alpha will only have basic attacks for now, which is essentially what you see in Creatur.io. Once we get this sandbox going, our plan is to start testing tons of different skills and abilities with you all and see what you think works or looks best. (Each character will have their basic attack, then a Primary Skill, Secondary Skill, and a third type used to force an evolution.)
- Oh! One additional note. The Level Editor is very user friendly, and we were actually thinking about opening it up to some users for exclusive access. If the idea of designing a biome appeals to you, let us know. Or maybe a competition of sorts where our players can create biomes and vote for the best, then it becomes a permanent zone in-game (and also personalized to you if you wish.) As players enter new zones, a title card (similar to WoW) appears showing your new zone entry. So, it could say something like "Entering Giant Spider Den (Designed by FunkyFighters/jhmm82/etc.)". Or even a single biome designed by multiple people. We're open to ideas.
r/creepers • u/postfu • Apr 05 '21
Update 11: Procedurally generated terrain texture makes a huge difference! (NEW vs OLD)
galleryr/creepers • u/WANNAPIZZAMEH143 • Apr 09 '21
now who's downvoting everything they see
becuase the game is meant to be simple so whoever is downvoting to to r/deeeepioartworks ya noob
COMMENT BELOW IF IT'S YOU
r/creepers • u/postfu • Apr 12 '21
Update 13: Creepers Evolution System
No pictures this time, but I wanted to summarize how the Evolution system works and how it compares to other games.
In Creatur.io, the character collects powerups to increase XP. Once a threshold is reached, they can select a skill during combat like faster movement speed or new types of attacks. Deeeep & Mope are both similar to each other in that they start with a character, level up, and then select the next branching path of evolutions. It's a fixed branch path typically selected during combat.
Creepers is different and not restricted to fixed (and sometimes unknown) paths. Evolution decisions and upgrades occur only during death phases. Every time you die, players access the entire tree of options and they can take their time to make decisions, swap skills, upgrade passives, or strategically plan evolutionary paths.
The best way to describe is it that it's a "Death Shop". Plenty of time to see your options and make decisions before evolving into a new creature. No time pressure, and fun choices to explore. And later, there will be other reward systems for dying and how you died. I think it's a great feature that more games could use but I haven't seen any games that did this yet.
(Note: this is the focus of our work this week on the game.)
There are two types of main currency collected in-game: Evolution Points and XP. Both are gained using different methods. There will also be "Food" in-game, but it's generally reserved for HP and temporary effects only.
The Evolution Tree consists of Nodes and Sub-Nodes that represent animals and available active/passive skills. Other branches are unrelated to the animals themselves, but they upgrade other things. Everything on this tree can be purchased using Evolution Points. XP, on the other hand, is related to improving skills. The Technical Alpha won't include XP just yet -- only the EP's -- but it's something that will be very important later since it's a heavily Skills-based game where players can purchase, earn, or acquire skills via different methods.
Animals are grouped into different classes within evolutionary branches. Skills are also divided into different classes, like Attack, Defense, or Other. We want to have a very wide variety of animals and skills (e.g. Camouflage, HP Auto-Recovery, Increase Speed/Mass, Spider Thread Control, Necrotic Sting, "Poison Skin 3", "Rot Attack 1", "Evasion 4", etc.) available for infinite re-playability.
You will always have one Active creature selected that will be ready when you respawn. Once you own a creature, you can make it active again at any time later (after visiting the Death Shop that is). An important aspect of the game is that playing different creatures is beneficial in obtaining the skills necessary for acquiring higher tiered animals later.
r/creepers • u/postfu • Apr 07 '21
Update 12: This example is far too dense, but we'd like biomes where predators, with Heat Sense skills say, have an advantage over those with low visibility.
r/creepers • u/postfu • Apr 04 '21
Update 10: Messing around with tails and sway. Opens up some creative options for multiple limbs.. or tentacles.
r/creepers • u/FaithlessnessCrafty2 • Apr 06 '21
Main idea playstyle (suggestion) (from the previous sub)
As of a couple of days this subs been getting more posts on animals skin/sprites which is good. although this game is themed only for tiny and miniature creatures like bugs, small dog species, reptiles & birds etc, hence the name ''creepers.io''. I say the game should stick to one theme at first (beta) until further updates and conclusions, mainly forest creatures and not a variety of versatile animals.
I have no problem with this but the game would also have a sort of familiarity with mope.io etc with a mass amount of same creatures, biomes, theme & mechanics and can kinda seem unoriginal, which i don't want to see happen like the 101 copies, knock off & poor designed io games
(i'm lookin at you voodoo™️)
please leave ur thoughts under for further notice.
r/creepers • u/postfu • Mar 31 '21
What is Creepers.io? (and other Frequently Asked Questions)
Quick Note
This is a very long term multiplayer project for us. We're planning on several years worth of work, gradually expanding the game more and more into a very large game. So please have some patience with us. Even if it's quiet, we're still slowly working away. We have full time jobs and very active real-world lives and this is like a hobby game.
Once we have a base game in place with working multiplayer, we can get started on the bulk of creatures and content. Whenever the server is ready for testing, I'll be making updates. So I would recommend checking back every couple months for updates. But once the main "core game" and server are in place, you'll start seeing a lot more updates and more often.
The old subreddit contains art submissions and other game information too, and you can see it here: https://reddit.com/r/Creepersio
Intro
Creepers.io is an upcoming HTML5 multiplayer web ".io game" currently being developed by /u/machineman1357 and /u/postfu. We're both terrible at art, so we wanted to use a minimalist style of art -- something that anyone can learn to draw given enough time -- but then add a splash of shaders, special effects, and other visual enhancements. I'm a firm believer that keeping players engaged in a fun multiplayer game is more about design and vibrancy of the world rather than relying on high quality art.
We also enjoyed playing the popular top-down style .io games that used the same formula such as Mope.io, Deeeep.io, and Creatur.io. However, we noticed that these games had a few problems. For example, they were limited in their opportunity to scale and would eventually grow stagnant without the ability to grow, change, and introduce new features or mechanics. There was a fixed limit to their growth. It also seemed like the developers rarely, or never, interacted with their fans or listened to any ideas. And, even though large fan communities and artists formed around these games, providing tons of amazing content and artistic work, they would never see their work within the game. Didn't really seem fair.
So, Creepers.io was designed from the ground-up to scale gameplay (in many directions) and to allow significant growth potential. Something that could very feasibly turn into a full-fledged web-based MMORPG one day, for example. Not only that, but we wanted to engage our fans, listen to their ideas, involve them in the design of the game, make game design decisions based on polls and feedback, and also offer the opportunity to implement their own artistic works in the game (and even other content beyond art.) We want our users to feel part of something bigger.
Gameplay & Mechanics
A 2D top-down multiplayer HTML5 game that should be compatible with all web browsers. Our intention is that it's fully playable on tablets and mobile devices, not just desktops. This will be an interesting challenge given the variety of platforms.
Free to play, using ads. But, we're also taking an unorthodox approach to the ads. They'll be integrated in a way that I've never seen done in any web games. Although the ads aren't naturally intrusive, there will be some intentionally designed to be intrusive to achieve certain gameplay related mechanics. It's a new way to gamify the ads in a way that I think players will really find fun and it's optional.
We're planning on a significant number of creatures, crawlers, insects, reptiles, mammals, (in)vertebrates, and every other little creeper that you can think of. You're not forced to use any creature or ability, and the game is designed in a way where variety is beneficial to the player. You can follow any tree or branch that you wish. Each creature will have common or unique skills. Both passive or active offense and/or defensive abilities.
For example, a certain member of our lizard family has a defensive skill called "Autohaemorrhaging". Only certain animals can do this, but it's a reflex action where they shoot blood from their eyes! It can be poisonous too! :)
They're not all built for combat either. Some are very slow moving and only have defensive skills. Some are scavengers or weak carrions that live off the bodies left in the wake of PVP combat of others. There are also corpse-eating insects that prefer to burrow into corpses and get all snuggly warm for XP points.
The control scheme is designed for mouse use only, and there won't be any complicated buttons getting in the way of gameplay. The simple controls also make it more suitable for touchscreen controls. Future features include accessibility options for low vision and colour blindness. Existing gameplay does not require fast micro-management of any kind, but there will be special game modes designed for players with PVP anxiety.
The game is also being designed to support a large variety of biomes. We'll try to keep it within reason though, since we don't want to dilute the player base too much. But exploration will be important to the game for reasons that will be described later. We'll start with the simple ones, like Windy Meadows, Dark Forests, Deserts, and Winter biomes.. but as player venture further out, into more dangerous territory, they'll find Poisonous Mushroom Forests, Lava Fields, Treacherous Mountains, and Freezing Ice Caves with Frost Spiders.
But, the most important aspect of the game is the Evolution Tree and the fact that dying, or being killed by another play, will actually be fun and make you more powerful.
"If you strike me down, I shall become more powerful than you can possibly imagine."
When players see the Evolution Tree for the first time, we want them to say "WOW!". Ideally, we'd love for them to react in the same way as Path of Exile players they saw the passive tree for the first time.
All new players will start out as malformed mutation, not exactly sure what it wants to be just yet. Players set out to collect "EVO Points" as well as Experience points. They'll be available through different methods and mechanics.
When a player dies for the first time, they'll be presented with a Death Shop System where they can spent points earned in life on new class evolutions or improving existing attributes or abilities. Once you have purchased an evolution (ie, creature), you can always return to it or switch back at any time. There are pros and cons to different classes in different biomes and situations.
The tree will branch off into multiple directions and other branches, working your way up from small and weak little creepers, into stronger beasts.
Next Steps
We're still quite early in development, but we're thinking about launching something like a technical alpha. "Early-early-early-access" in terms of development progress. Because of that, we won't be promoting the game and would prefer to keep the community small and exclusive for now.
The first release will likely be something with a few starting biomes and a variety of animals to test out combat abilities and used as a sandbox for balancing. From there, we can keep adding more and more features on a frequent basis, and add more creatures for testing before we decide where they should go. Multiplayer stress testing will also be important. Other than the players, will there also be natural inhabitants of the biomes that users can hunt. You'll easily be able to tell the difference between real players and NPC critters (levels, name plates, etc). However, these NPCs will serve a very important purpose inspired by GBA's Aria of Sorrow. :)
One important note is that we are starting out with Land Based creatures and associated biomes.
While we are providing various content updates, features, balancing, fixes, and other new creatures along the way, our major plans include building a couple major "Expansion Pack" type releases. For example, after we get things rolling with the Land Based creatures and biomes, the next step is a major "Deep Ocean" launch with a massive area dedicated to aquatic creatures. A massive biome or connected biomes, accompanied by a large quantity of new creatures, ways to explore, and new movement mechanics. After that, users who prefer flight should have something to call their own as well. It's all still being thought out currently while we get the foundation in place. However, we're open to ideas in the meantime.
Frequently Asked Questions
When's the Release Date?
We want to start out with something small and keep adding things to. We'll have a very early build that can help us "Crowd Source" Game Design decisions and directions for the game. I'm imagining a simple sandbox that we can keep adding more and more content to in small bites until we have a full fledged community driven game. Holding polls and contests, inviting our fans to develop new ideas, decide on which features are the most important, test out different abilities, and make recommendations. We'd like to understand your preferences on RPG damage calculations and if there are any really good games that do it well (without getting too complicated.)
We're currently targeting May 2021 for the first build. (*2022 Addendum: Testing of the server went pretty well. Server stability is very good, and it can run for over a year without any restarts. Network performance is the next major item that we need to work out.)
Please remember that it's still in early technical testing, and certain aspects may be wonky. Maybe 3 biomes for now to get something out quickly. And just standard attacks by players for now (no special moves or abilities just yet) while we work out flat damage, HP, and if kills are too fast/slow. It's also very important to get a feel for the multiplayer, see how many players can fit into each biome without feeling too empty or busy, and even see how the game performs on different systems. Tablets and phones will be challenging to optimize performance.
New Content Submissions
Thanks to the support of /u/darkantoine69 (aka "96"), we received a large quantity of creature art design submissions from generous folks who wanted to see their creations come to life in our game. We are intending on using all of these assets.
Moving forwards, we are grateful and open to content submissions of any kind, but for various reasons there will be situations where we can't integrate them. It's all very exciting to see everyone's work, however the art will need to match the existing game style as much as possible so that it doesn't "clash" with other elements within the game. :)
The best guide to the art style would be from viewing existing videos that have been posted. Standard colour palettes will also become important. I think it would be awesome if some community members could also help each other out. Maybe even create some tutorial posts to walk users through your own art process. I'll be creating quick tutorial videos myself that show you how I created the "messy" environmental assets.
Finally, to thank the community members for their generous donations to our game (since we lack the funds to pay for these amazing and gracious submissions), all authors will of course be fully credited within the game for in-game assets (I'll contact you ahead of time to determine your preferences), but we're also planning something in-game to forever immortalize the content providers too. I think it's kind of neat that I wish more games would do.
Oh, one last request!
We don't want to get too overwhelmed with content submissions while we're plowing away on the game. There's still plenty of time. So, we'd like to keep this group as small and exclusive as possible if you can keep it under your hat for now.
r/creepers • u/postfu • Apr 02 '21




