level: subway
  replaces gauntlet just before the final boss
    gauntlet moved to community map pool
  subway todo:
    add a few more stations
    balance difficulty
    find bugs

surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction

spawn.bodyRect() now can add blocks mid level without any extra code
  I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding

community map - clock update:
  visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
This commit is contained in:
landgreen
2023-06-03 13:56:18 -07:00
parent b3fa1bfc8a
commit 09c9e93fcf
10 changed files with 1428 additions and 445 deletions

View File

@@ -1,34 +1,65 @@
******************************************************** NEXT PATCH **************************************************
JUNK tech: flatland - draw line of sight
credit to Cornbread for line of sight algorithm
a preview of future line of site content
try it out in console: tech.giveTech("flatland")
level: subway
replaces gauntlet just before the final boss
gauntlet moved to community map pool
subway todo:
add a few more stations
balance difficulty
find bugs
new images
bug fixes
surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction
spawn.bodyRect() now can add blocks mid level without any extra code
I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding
community map - clock update:
visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
*********************************************************** TODO *****************************************************
LoS
performance
calculate things that don't change when the map ctx is done
like the intersections?
rewrite code for infinite range
how to use this?
JUNK tech?
custom level?
give it a dark back ground for contrast?
game setting?
applications
level that is dark, and you can only see LoS
boss that you need to avoid, probably requires a custom level
boss is a source of light
cloaking tech, or just replace cloaking effect
explosion graphic
mobs area of effect damage
maybe make a shared mob AoE damage function
standing wave graphic
consider increasing the base player horizontal movement
maybe only increase ground movement, air control seems fine
level: subway - a map that uses the train level element and line of sight graphics
stations
station theme ideas:
portals
teleport to far away rooms
slime
map elements that alternate between positions
buttons and doors
boss
spawn at the exit station? or at a random station? or at the station before the exit?
spawn on the station after enough mobs have been killed?
type of boss?
might need to make a new boss designed for this map: los and stations
small, quick, sneaky
do random bosses work?
I think
looks good with line of sight
background lighting for each room drawn in level.custom
no outdoors, no fall off the edge
slime
no small bumps
starting in a small room with a hole to the right with a short drop, like highrise or aerie
floating hexagons, like in reservoir, labs
ramping walls to jump over, like satellite
tech stubs should be a tech unlocked by skins
nitinol, tungsten?
maybe give another benefit?
defense?
make a shared variable for skin defense, since you can only have one skin
make a lemming that walks until it hits a wall and then turns around robotically
body or mob?
can't be killed?
Also another thing I made that could fit in-game: https://kgurchiek.github.io/universal-n-gon-loader/
by default it just plays a random version of n-gon downloaded from past github commits
@@ -37,9 +68,6 @@ also you can play any version with https://kgurchiek.github.io/universal-n-gon-l
where setting "NUM" to 0 is the very first commit
here's the code if you want to check it out: https://github.com/kgurchiek/universal-n-gon-loader/blob/main/script.js
level - funicular
The system is characterized by two counterbalanced carriages (also called cars or trains) permanently attached to opposite ends of a haulage cable, which is looped over a pulley at the upper end of the track.[2][3] The result of such a configuration is that the two carriages move synchronously: as one ascends, the other descends at an equal speed.
missile bot and plasma bot don't get converted by bot upgrade tech?
is this more confusing because it contradicts text?
@@ -66,6 +94,8 @@ rework quantum eraser
test bremsstrahlung damage
and make sure it actually does more damage with the dot tech
tech circular polarization - wave gun bullets move in a circle
tech: choose next map by name after exiting current map
use modified tech selection code?
this might be too much work without much reward