bug fixes and mod -> tech renaming

This commit is contained in:
landgreen
2020-12-26 08:54:16 -08:00
parent 0e9d2bcc30
commit 0d70e3918d
10 changed files with 217 additions and 241 deletions

104
todo.txt
View File

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