Post news 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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