anthropic

mob orbitals can now be destroyed, but it takes a very large amount of damage

laser-bot upgrade: gives 75% damage, range, and energy efficiency  (was 400% damage, but they ran out of energy too fast)
boom-bots are now smart about not hurting the player with explosions while doing the most damage

tech: strong anthropic principle - after anthropic principle prevents your death do 137.03599 extra damage for the rest of the level
This commit is contained in:
landgreen
2021-02-24 04:57:52 -08:00
parent 6fdbc0ea7e
commit 01b1286764
8 changed files with 157 additions and 113 deletions

View File

@@ -1,11 +1,14 @@
******************************************************** NEXT PATCH ********************************************************
tech: decoherence - switch realities after you research, spawn 9 research power ups
mob orbitals can now be destroyed, but it takes a very large amount of damage
laser-bot upgrade: gives 75% damage, range, and energy efficiency (was 400% damage, but they ran out of energy too fast)
boom-bots are now smart about not hurting the player with explosions while doing the most damage
tech: strong anthropic principle - after anthropic principle prevents your death do 137.03599 extra damage for the rest of the level
******************************************************** BUGS ********************************************************
ship mode can old exit a level in the top part of the exit
use the floor of portal sensor on the player? to unstuck player
(only once on my computer) once every 7 second check isn't running code
@@ -32,6 +35,15 @@ use the floor of portal sensor on the player? to unstuck player
******************************************************** TODO ********************************************************
tech: after using anthropic principle do 200% more damage for the rest of the level
use ship tech to make a mob mode
differences from ship to mob
graphics
take no damage from mob collision
It would be cool if you could exit mob mode
decrease healing effects by 50%
decrease level scaling healing reduction
net effect: healing at difficulty 40 (level 10 hard) should be 25% higher then current levels
@@ -44,7 +56,6 @@ bosses should have 2x health, but only do about 50 health damage
boss flag cut damage done to boss by 20x <----
make bosses not have extra density
tech: spawn a bot after taking collision damage
tech: standing wave freezes the mobs it hits
@@ -63,11 +74,6 @@ map: laboratory
a button that spawns a heal.
final boss: hide boss after spawning mobs
reduce health by 1/3?
tech: after using anthropic principle do 100% more damage for the rest of the level
mechanic: immune to next collision
track number of possible collisions, if number is > 0 immune and --
graphical indication? (recolor health bar while immune)