A long time ago, in a University not so far away, yours truly was a physics undergraduate sitting in a third year class on electromagnetism. It was taught by a professor Lado: http://www.physics.ncsu.edu/people/faculty_lado.html .
Now, nearly everything I know about Maxwell’s equations and electromagnetism in general, I owe to this man. He was a great teacher and I paid attention to every (well nearly) word. Later, I would go on to finish my undergraduate degree then proceed to waste my life in software…
But, a few things from those days stuck with me… ok, maybe a tad more than a few. In particular, I’ve kept a fascination with fields. You know, the kind of things you imagine forming lines between the poles of magnets.
Zip to the present and it occurred to me how interesting it would be if there were fields in the game and if the Creeper were affected by them. Fans of the CW series are well aware that Game 2 had fields, and they were used for some interesting and often destructive things. In Game 3 I’ve expanded the implementation to support analog fields that can push with varying degrees of force in any direction. Now, rather than rush to make a nightmare enemy I thought, “What about something useful to the player?”
12 hours of coding later with fields in place, Shields are born! Shields push outward radially against all Creeper. They aren’t infinitely strong, but they can sure buy you some time and space to let your weapons do their magic. In this week’s image I’ve managed to bridge two Command Node networks together and protect the Relays with shields.