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:
Successful completion of level with a new high-score
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
- Example: A Railgun will cost $10 to initially purchase.
- 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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