bug fixes and mod -> tech renaming
This commit is contained in:
104
todo.txt
104
todo.txt
@@ -1,7 +1,7 @@
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******************************************************** NEXT PATCH ********************************************************
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updated in game console style and all messages to match real game commands
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new names inline with lore, mod -> tech, game -> simulation
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new names inline with lore, tech-> tech, game -> simulation
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this is probably going to cause many minor bugs, so let me know what you find
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new reroll display in power up selection
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@@ -33,7 +33,7 @@ check for crouch after rewind
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(once) bug - mine spawned one new mine every second
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after sticking to the top right corner of a wall
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notes: had only gun mine, mod mine reclamation, field plasma,
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notes: had only gun mine, techmine reclamation, field plasma,
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(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
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@@ -52,7 +52,7 @@ in game console
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add commands
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death, max health, max energy, rewind
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mechanic: use gun swap as an active ability for several mods
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mechanic: use gun swap as an active ability for several tech
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ideas?
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trigger damage immunity for 3 seconds, but drain energy?
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push away nearby mobs, but drain energy
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@@ -61,16 +61,16 @@ mechanic: use gun swap as an active ability for several mods
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CPT gun seems a bit weak right now. How to buff the gun?
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mod nail gun: slow and accurate
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mod foam: fast and inaccurate
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technail gun: slow and accurate
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techfoam: fast and inaccurate
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mob ability bombs/bullets that suck in player
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mod where you can't stop firing, how to code?
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techwhere you can't stop firing, how to code?
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mod: laser beams push like plasma torch pushes with directional force
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tech laser beams push like plasma torch pushes with directional force
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mechanic: technological dead end - add mods to the mod pool with a dumb effect
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mechanic: technological dead end - add tech to the techpool with a dumb effect
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don't show up in custom?
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negative effect (one time effects are better to avoid code clutter)
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make the player rainbow colors
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@@ -89,22 +89,22 @@ mechanic: technological dead end - add mods to the mod pool with a dumb effect
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remove your bots (requires you to have some bots)
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your bots are changed to random bots
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Mod: "Expansion Formula": Permanently increase the size of Negative Mass field by 16%(Max 96%)
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tech "Expansion Formula": Permanently increase the size of Negative Mass field by 16%(Max 96%)
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Mod: "Circadian Rhythm": Become immune to harm for 1 second every 10 seconds while playing.
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tech "Circadian Rhythm": Become immune to harm for 1 second every 10 seconds while playing.
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Mod: "High Risk": Spawn two bosses per level.
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tech "High Risk": Spawn two bosses per level.
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maybe limit to just the power up boss and spawn it at the exit every time to keep it simple
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also weaken the player
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remove a mod up?
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remove a techup?
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lower harm reduction?
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increase game difficulty by one level
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mod that requires integrated armament
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techthat requires integrated armament
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mod - reset level
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you trade a mod for a chance at killing a new level boss and farming more ammo
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resets health, ammo (but not mods, fields, guns, ... ?)
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tech- reset level
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you trade a techfor a chance at killing a new level boss and farming more ammo
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resets health, ammo (but not tech, fields, guns, ... ?)
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scramble level order? or same level
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mechanic - Your energy regen is only active when field and gun have not been used for 5 seconds.
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@@ -112,31 +112,31 @@ mechanic - Your energy regen is only active when field and gun have not been use
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be able to open up custom mode in the normal game
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might need to be rebuilt from scratch
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while in through testing mode?
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have a way to make limited changes as allowed by mods you pick up in game
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have a way to make limited changes as allowed by tech you pick up in game
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disable the in custom setting flag
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mod: power up magnetism - power ups drift towards player
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tech power up magnetism - power ups drift towards player
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where would this code go?
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super balls start at 3, not 4
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have to balance damage
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RPG might need a buff, now that it disables the other cool grenade mods
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RPG might need a buff, now that it disables the other cool grenade tech
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make different move methods
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mod: crouch charge jump
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mod: double jump
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tech crouch charge jump
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tech double jump
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mod: when mobs are at full health you do 40% to them
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tech when mobs are at full health you do 40% to them
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mod - move super fast, go intangible, drain energy very fast
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tech- move super fast, go intangible, drain energy very fast
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this is like a dodge roll
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mod for standing wave?, cloaking?
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techfor standing wave?, cloaking?
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mod pilot wave: mini black hole - pull mobs and blocks in with more force
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techpilot wave: mini black hole - pull mobs and blocks in with more force
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also from farther away
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also do damage?
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mod pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
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techpilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
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maybe they bounce too?
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maybe they explode?
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@@ -167,41 +167,41 @@ wormhole - make it clear when the wormhole can and can't teleport to a location
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time dilation - slow down the game engine by 1/2, but run an extra player cycle to simulate slow motion
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flavor - your bullets destroy blocks
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this isn't really a bonus, so maybe just add this as flavor to another mod/field/gun
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this isn't really a bonus, so maybe just add this as flavor to another techfield/gun
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a chance for destroyed blocks to drop stuff
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power ups
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spores
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mod plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
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techplasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
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grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
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extra energy is drained when field is longer
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using a reroll gives 3 options for mods, and 3 options for guns/fields/mods
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or 6 options for mods (rewrite mod selection to work with 1-6 options)
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the second stack of 3 mods could have repeats, so you don't have to write new mod code
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using a reroll gives 3 options for tech, and 3 options for guns/fields/tech
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or 6 options for tech (rewrite techselection to work with 1-6 options)
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the second stack of 3 tech could have repeats, so you don't have to write new techcode
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adjust css to make 2 columns of 3
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can't use with cardinality
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new power up - increase damage and fire speed, for 15 seconds
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named boost?
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enabled by a mod?
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enabled by a tech
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power up color: ?
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how to indicate effect duration
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or just give the effect after picking up a reroll
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Mod: "Solar Power": Energy regeneration is doubled while standing still
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tech "Solar Power": Energy regeneration is doubled while standing still
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run in the 1 second check
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mechanic - remove a random mod as a condition for picking up a really good mod
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mechanic - remove a random techas a condition for picking up a really good mod
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mechanic - do something for 2 seconds after firing
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if (mech.fireCDcycle + 120)
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mod - do 50% more damage in close, but 50% less at a distance
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code it like mod.isFarAwayDmg
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have these mods disable each other
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tech- do 50% more damage in close, but 50% less at a distance
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code it like techisFarAwayDmg
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have these tech disable each other
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mod - foam is attracted to mobs
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tech- foam is attracted to mobs
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use a gravitational attraction model?
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could foam be attracted to other foam bullets too?
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or foam is only attracted to foam bullets that are stuck to mobs
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@@ -211,8 +211,8 @@ mod - foam is attracted to mobs
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field - one block orbits you, it can protect you a bit and do collision damage
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use field to fire and press field again to pull it back
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mod - more blocks
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mod - attach a permanent neutron bomb to the block
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tech- more blocks
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tech- attach a permanent neutron bomb to the block
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lowers energy regen, but it can damage mobs
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repeat map in vertical and horizontal space
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@@ -236,17 +236,17 @@ have some mobs spawn in later in the level (in hard and why modes)
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after some mobs are dead
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after the boss is killed
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look for mods that could update description text with count and mod.is information
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look for tech that could update description text with count and techis information
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can only use variables that change in effect() and remove()
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this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${mod.duplicateChance}</em>`
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this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${techduplicateChance}</em>`
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mouse event e.which is deprecated
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add some more computer / AI stuff to the level lore text
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mechanic - shrink mech.baseHealth in a mod or field
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mechanic - shrink mech.baseHealth in a techor field
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standing wave harmonics mod - push things away
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standing wave harmonics tech- push things away
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push scales with mass up to about 4
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has a 25% effect on shielded mobs?
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push when using field key
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@@ -322,9 +322,9 @@ movement fluidity
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many of the movement abilities in these games require levels to be built around the ability
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general feeling of responsiveness and control
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coyote time: can still jump a few cycles after leaving ground
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mod: double jump
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mod: air dash
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mod: wall jump
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tech double jump
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tech air dash
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tech wall jump
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wall grab?
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maybe remove falling damage and block damage?
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@@ -332,7 +332,7 @@ redblobgames.com/articles/visibility
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https://github.com/Silverwolf90/2d-visibility/tree/master/src
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could apply to explosions, neutron bomb, player LOS
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possible names for mods
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possible names for tech
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holonomy - parallel transport of a vector leads to movement (applies to curved space)
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Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
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@@ -348,7 +348,7 @@ boss levels - small levels just a boss, and maybe a few mobs
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an effect when canceling a power up
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ammo? heals?
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50% chance for a mod, 25% heal, 25% ammo
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50% chance for a tech 25% heal, 25% ammo
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css transition for pause menu
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@@ -367,11 +367,11 @@ n-gon outreach ideas
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******************************************************** LORE ********************************************************
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lore - a robot (the player) gains self awareness
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each mod/gun/field is a new tech
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each techgun/field is a new tech
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all the technology leads to the singularity
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each game run is actually the mech simulating a possible escape
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this is why the graphics are so bad, its just a simulation
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final mod is "this is just a simulation"
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final techis "this is just a simulation"
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you get immortality and Infinity damage
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the next level is the final level
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when you die with Quantum Immortality there is a chance of lore text
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@@ -439,7 +439,7 @@ ending outline
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they ask the player to communicate
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jump twice if you understand
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they ask the player to enter console commands
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give ammo or mods or something
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give ammo or tech or something
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They tell the play a console command to permenantly enable custom and testing mode (in local storage)
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players can use this command in the future to enable custom and testing without beating the game even if local storage is wiped
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they then tell the player the command to increase the difficulty and the command to restart the game.
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