Particle Shield is a vibrant fast action tower defense game that takes you to the next level of thought provoking atomic destruction. At your disposal are current and future technologies providing you the ability to unleash the wrath of an accelerated railgun, electromagnetic pulses, prism laser technology, quantum computing and the option to tear the fabric of time and space by generating a black hole! Players must combat waves of inbound radioactive particles while managing a finite pool of resources across 37 engaging stages. Speed is necessary as particles adapt to the player’s decisions and are constantly seeking new paths to their objective. Flexible strategies allow players to overcome obstacles, which enhance the particles, and can create an uncontrollable chain reaction. Rise to the challenge and conquer the elements of Particle Shield.

Post news Report RSS Development Update - 4 (7 June 2015)

Ongoing development and testing to address UI, tower damage tweaking, optimization and various bugs.

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Continued development and testing of the primary game features is ongoing. Most of the mechanics within the game have been created and I've developed a method of creating levels quickly. Below are the latest development efforts:

SuccessScreen

Successful completion of level with a new high-score


WaveUpdate

New UI feature (left) which allows the player to send the wave early


UPDATES (7 June 2015)

  • The super ability for the Plasma Laser was fixed. It was not calculating the damage multiplier effectively and had a bug where it would disable too early.
  • Optimized the source code behind the Kelvin Generator greatly improving the efficiency.
  • Fixed the sell calculation to account for higher level turrets being worth more.
  • Fixed bug where the 'split hexagon' would endlessly split the particles resulting in chaos.
  • Balanced tower strength with cost:
    • Utilized Damage-per-second (DPS) calculations along with the tweaking of range to balance turret capabilities.
    • Damage calculations have been set to increase as a multiple of the level.
    • Upgrade cost is set to increase by 150% for each upgrade.
      • Example: A Railgun will cost $10 to initially purchase.
        • Upgrade from level 1 to level 2 will cost $15
        • Upgrade from level 2 to level 3 will cost $22
        • Upgrade from level 3 to level 4 will cost $33
        • Upgrade from level 4 to level 5 will cost $50
    • Kelvin Generator has been tweaked to no longer impact every particle within range. The number of particles impacted is determined by the level of the turret.
      • Level 1 (2 enemies slowed)
      • Level 2 (4 enemies slowed)
      • Level 3 (6 enemies slowed)
      • Level 4 (8 enemies slowed)
      • Level 5 (10 enemies slowed)
    • Multiple Kelvin Generators will work together to slow as many enemies as possible.
    • The range of a turret will now increase as the level of the turret increases.
    • Reduced the damage and range of the Electro Tower.
  • Added visual indicators to provide visual feedback of the next wave approaching.
  • Implemented new feature which allows a wave to be sent early.
  • Calculation and display of high score feedback is provided to the player when successfully completing level.
  • Fixed bug where the score calculations were not working properly within the UI.
  • Corrected graphics associated with a level failure or success.
  • Created template for faster level design.

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