demineralization
tech: demineralization - after mobs die gain 0.85x damage taken, effect stacks, but fades 10% every second
tech: remineralization - after mobs die gain 1.08x damage, effect stacks, but fades 10% every second
tech: equivalence principle - negative mass field doesn't cost energy
new JUNK tech: aerodynamics
interferometer
slower elevator and lasers
wider side ledges
large laser blocking blocks
flocculation
fewer mobs
it's easier to get out of the slime
pavilion
move vanish elements
easier traversal
secret tunnel
removed debris, but added power ups and blocks
corridor
limited to bosses that don't interact with the movers poorly
gravitron, substructure, corridor, interferometer
added more heal and ammo power ups to match other levels
because some newer levels are zoomed out more
laser max range is 3000->5000
nails last 1/3 of a second longer
bosses spawn an extra ammo power up
and 2 extra ammo on the hardest 2 difficulties
slasher mob's laserSwords will now damage a cloaked player
constraint announcement text looks more like computer code style to match game theme
foam recoil is back: 1->0.7x horizontal force and 2->4.3x vertical up force
this makes it less annoying to horizontally and easier to kinda fly/float
negative mass field damage reduction 0.4->0.5x
holographic principle no longer slows player movement
added 2 research cost
fermion gives 6->5 seconds of invulnerability after mobs die
stability 0.2->0.1x damage taken at max health
non-Newtonian armor 0.3->0.4x damage taken after collisions
Zeno's paradox 0.15->0.2x damage taken
annihilation energy cost 10->8 to destroy mobs after collisions
radiative equilibrium damage is 3->4x for 8->4 seconds
aerostat can be taken 1->3 times
dynamic equilibrium damage increased by 6->8x damage per last damage taken
aerostat no longer has 0.9x damage for being on the ground
launch system 1.2->1.3x ammo for missiles
research says that repeatedly entering alternate realities builds up some positive effects
Hilbert space 4x->3x damage
Ψ(t) collapse 6->4 research on boss death
transdimensional worms: 50% chance for a second worm per block in wormhole
wormhole 7->8 energy regen per second
hidden-variable theory 1.15->1.2 damage after choosing a field tech
ghoster mobs are less likely to get knocked far away from the player for long periods of time
bug fixes
dynamic equilibrium was set to 100 times higher frequency then normal
when constraints hide health bar's it's now hidden in the pause menu
mobs aiming at cloaked player
snakeBoss more intelligently chases player for a few seconds
pulsarBoss aims at player's history 3 seconds in past
pulsar will not stop firing
but it will still not fire at cloaked player
This commit is contained in:
160
todo.txt
160
todo.txt
@@ -1,42 +1,65 @@
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******************************************************** NEXT PATCH **************************************************
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new level corridor
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new level element fizzler - it removes blocks
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interferometer has wider platforms, a few helpful blocks, and fewer mobs
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level constraints are announced in console
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tech: demineralization - after mobs die gain 0.85x damage taken, effect stacks, but fades 10% every second
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tech: remineralization - after mobs die gain 1.08x damage, effect stacks, but fades 10% every second
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tech: equivalence principle - negative mass field doesn't cost energy
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new JUNK tech: aerodynamics
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foam gun no longer pushes the player back when firing
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wave gun buffs
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1.2x base damage
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1.1x base ammo
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0.1->0.13x speed in map
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0.25->0.30x speed in blocks
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tech: phase velocity 1.4->1.5x damage
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pigeonhole principle gives 1.3->1.4 damage per gun
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you can no longer switch guns, your gun cycles each level
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quenching 0.4->0.5x overheal converts into max health
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tungsten carbide no longer has reduced coyote cycles
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control theory 1.5->2x damage at max health
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stability 0.3->0.2 damage taken at max health
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overcharge +88->100 max energy, 4->5% JUNK
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zoospore vector 10->13% chance for spores on mob death
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replication 15->10% JUNK
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interest 6->5% of your power ups spawn each level
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interferometer
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slower elevator and lasers
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wider side ledges
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large laser blocking blocks
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flocculation
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fewer mobs
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it's easier to get out of the slime
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pavilion
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move vanish elements
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easier traversal
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secret tunnel
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removed debris, but added power ups and blocks
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corridor
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limited to bosses that don't interact with the movers poorly
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gravitron, substructure, corridor, interferometer
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added more heal and ammo power ups to match other levels
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because some newer levels are zoomed out more
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laser max range is 3000->5000
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nails last 1/3 of a second longer
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bosses spawn an extra ammo power up
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and 2 extra ammo on the hardest 2 difficulties
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slasher mob's laserSwords will now damage a cloaked player
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constraint announcement text looks more like computer code style to match game theme
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updated "about" details menu
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moved classic n-gon to here from settings
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added links to community content in "about"
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Are there more links I should add?
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added an n-gon SVG head image
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foam recoil is back: 1->0.7x horizontal force and 2->4.3x vertical up force
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this makes it less annoying to horizontally and easier to kinda fly/float
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negative mass field damage reduction 0.4->0.5x
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holographic principle no longer slows player movement
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added 2 research cost
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fermion gives 6->5 seconds of invulnerability after mobs die
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stability 0.2->0.1x damage taken at max health
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non-Newtonian armor 0.3->0.4x damage taken after collisions
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Zeno's paradox 0.15->0.2x damage taken
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annihilation energy cost 10->8 to destroy mobs after collisions
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radiative equilibrium damage is 3->4x for 8->4 seconds
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aerostat can be taken 1->3 times
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dynamic equilibrium damage increased by 6->8x damage per last damage taken
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aerostat no longer has 0.9x damage for being on the ground
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launch system 1.2->1.3x ammo for missiles
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research says that repeatedly entering alternate realities builds up some positive effects
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Hilbert space 4x->3x damage
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Ψ(t) collapse 6->4 research on boss death
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transdimensional worms: 50% chance for a second worm per block in wormhole
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wormhole 7->8 energy regen per second
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hidden-variable theory 1.15->1.2 damage after choosing a field tech
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ghoster mobs are less likely to get knocked far away from the player for long periods of time
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bugs
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fixed outline on splash screen doesn't sync right on safari browser
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fixed possible lock out on training levels: "hold", "throw", "throwAt"
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from losing block behind a door
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shortcut sort buttons in experiment mode properly order tech without clicking sort
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fixed/increased the horizontal velocity contribution for some guns
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this makes bullets shot on moving platforms more realistic
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nail gun, super balls, foam, harpoon
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bug fixes
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dynamic equilibrium was set to 100 times higher frequency then normal
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when constraints hide health bar's it's now hidden in the pause menu
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mobs aiming at cloaked player
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snakeBoss more intelligently chases player for a few seconds
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pulsarBoss aims at player's history 3 seconds in past
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pulsar will not stop firing
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but it will still not fire at cloaked player
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******************************************************** BUGS ********************************************************
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@@ -59,14 +82,20 @@ player can become crouched while not touching the ground if they exit the ground
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*********************************************************** TODO *****************************************************
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tech: demineralization - 0.2x damage taken, but it slowly reduces effect
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increase to full:
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at start of level?
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when you get the tech
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decrease:
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over time
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at start of new level
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tech synergy ideas
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a tech that spawns mobs that the player can use to trigger mob death tech
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wormhole field needs a buff
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it's good on wide open maps, but it needs a defensive effect on more closed maps
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fix?
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increase energy regen?
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new tech?
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a way to make more blocks
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the block can feed into worms/coupling energy
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tech: - remove the research costs of all tech
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there's about 15 tech with a research cost
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!!conformal - similar rules for small and big scales linked to holographic principle
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!!holonomy - parallel transport of a vector leads to movement (applies to curved space)
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when far away from your wormhole regenerate 1% of your max energy per second
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@@ -179,6 +208,31 @@ improve new player experience
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When foam is in an explosion it also explodes with size proportional to the size of the foam bubble
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Requires foam, explosion source, not aerogel
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new level similar to ash tray maze
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!!not sure how this works with theme (most levels are locations that have industrial stuff)
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this might work as another line of sight level?
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could be fine without line of sight if rooms don't exist until they open up?
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where to put in game sequence?
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watch a run through https://www.youtube.com/watch?v=nudSXUMBEV4
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close off doors as player gets close
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open up doors as player gets close
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holes in the floor
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slide large walls back to open up levels below
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show a zone, then close it off, but eventually reveal it later
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rise up pillars during combat
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small maze rooms, 1-2 really huge rooms, long corridors, medium combat rooms
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triggers for changes
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clearing mobs in a zone
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or time based if player is too slow
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player gets close to a zone
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make map elements shift around as player moves through the game
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start with map elements filling everywhere and slow open up new zones
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need a cool way to animate adding and removing map elements
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maybe for the entire level redraw the map every 15 cycles?
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simulation.draw.setPaths() //update map graphics
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slide map around
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small map squares that each add in sequentially
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Cosmological natural selection: do something with black holes
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spawn black hole mobs
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after bosses die?
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@@ -1210,7 +1264,6 @@ possible names for tech
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amalgam, amalgamation - the action, process, or result of combining or uniting.
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thermoplastic - the stuff in 3-D printers, use for molecular assembler tech
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ergosphere - region of a spinning black hole that might allow FTL or alternate realities.
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equivalence principle - gravity and acceleration are the same
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Casimir effect - attractive force between two close conductive plates
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difference engine - early calculator/computer
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cyanoacrylate - superglue use for a slowing effect?
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@@ -1254,25 +1307,4 @@ list of powerful synergies
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interest + coupling, research + (peer review? or Bayesian statistics)
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electronegativity and high energy?
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electronegativity + anyon + duplication + Maxwells demon + interest + pair production
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chain reaction + invulnerable + Abelian group + parasitism = clear all mobs on level
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************************************************* COMMUNITY LINKS *************************************************
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load old commits
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www.cornbread2100.com/n-gon-loader
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n-gon fork
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kgurchiek.github.io/n-gon-portal-gun
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3xiondev.github.io/n-gon-upgraded
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coaldeficit.github.io/c-gon
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n-gon-enhanced.vercel.app
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bookmarlet
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github.com/Whyisthisnotavalable/n-scythe
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github.com/kgurchiek/n-gon-mobile
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github.com/kgurchiek/n-gon-controller
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text
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ngon.fandom.com/wiki/N-gon
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github.com/3xionDev/n-docs
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chain reaction + invulnerable + Abelian group + parasitism = clear all mobs on level
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