For me it seems that playing a few levels of Swarm can drain more than half of my iPhone's battery life.
I've never seen a game do this, even a full 3D one.
Does anyone else experience the same thing as me?
I wonder if it because of the game performance can so quickly deteriorate during lots of explosions...
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I don't see it going down any faster than normal full backlight w/ 3g use. It may be draining faster than you're used to with games because it's using the network to contact OF?
Yes, my 3GS battery was drained to about half after playing four levels. I didn't see this much drain in the first GeoDefense game. Is this thing constantly sending information back to CTG servers?
try setting the iphone to airplane mode.
http://support.apple.com/kb/HT1644
That way you find out that you get much more playing time - but no phonecalls thought...
It might use more battery... not sure. The graphics are largely the same from a load point of view... more particles, but that's still one draw call the way I do it.
The one thing that might be a big drain on CPU (and maybe power as a result?) is that it has to do constant pathfinding. And not just once per creep because the board changes constantly was you drop towers. And even as you drag a tower it has to repathfind for everything to see if dropping a tower on the hex you have your finger over will be legal.
I don't know if this affects battery or not. But maybe. I can't really find a way to determine this.
It's not GD:S It's 3.1 software... just take a look
http://discussions.apple.com/thread.jspa?threadID=2152451&start=0&tstart=0
46 pages as of 11:43pm
Perhaps you could just re-calculate the path (or paths for multiple entrance/exit levels) once after each tower placement or deletion and then just mark any hex that would completely block an entrace/exit as un-buildable. The repathing would only need to be done a few dozen times per level then.
PS: Great Game :D