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:
landgreen
2025-01-04 21:33:32 -08:00
parent 2daeae1ff4
commit 1040d1ff7e
14 changed files with 648 additions and 333 deletions

160
todo.txt
View File

@@ -1,42 +1,65 @@
******************************************************** NEXT PATCH **************************************************
new level corridor
new level element fizzler - it removes blocks
interferometer has wider platforms, a few helpful blocks, and fewer mobs
level constraints are announced in console
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
foam gun no longer pushes the player back when firing
wave gun buffs
1.2x base damage
1.1x base ammo
0.1->0.13x speed in map
0.25->0.30x speed in blocks
tech: phase velocity 1.4->1.5x damage
pigeonhole principle gives 1.3->1.4 damage per gun
you can no longer switch guns, your gun cycles each level
quenching 0.4->0.5x overheal converts into max health
tungsten carbide no longer has reduced coyote cycles
control theory 1.5->2x damage at max health
stability 0.3->0.2 damage taken at max health
overcharge +88->100 max energy, 4->5% JUNK
zoospore vector 10->13% chance for spores on mob death
replication 15->10% JUNK
interest 6->5% of your power ups spawn each level
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
updated "about" details menu
moved classic n-gon to here from settings
added links to community content in "about"
Are there more links I should add?
added an n-gon SVG head image
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
bugs
fixed outline on splash screen doesn't sync right on safari browser
fixed possible lock out on training levels: "hold", "throw", "throwAt"
from losing block behind a door
shortcut sort buttons in experiment mode properly order tech without clicking sort
fixed/increased the horizontal velocity contribution for some guns
this makes bullets shot on moving platforms more realistic
nail gun, super balls, foam, harpoon
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
******************************************************** BUGS ********************************************************
@@ -59,14 +82,20 @@ player can become crouched while not touching the ground if they exit the ground
*********************************************************** TODO *****************************************************
tech: demineralization - 0.2x damage taken, but it slowly reduces effect
increase to full:
at start of level?
when you get the tech
decrease:
over time
at start of new level
tech synergy ideas
a tech that spawns mobs that the player can use to trigger mob death tech
wormhole field needs a buff
it's good on wide open maps, but it needs a defensive effect on more closed maps
fix?
increase energy regen?
new tech?
a way to make more blocks
the block can feed into worms/coupling energy
tech: - remove the research costs of all tech
there's about 15 tech with a research cost
!!conformal - similar rules for small and big scales linked to holographic principle
!!holonomy - parallel transport of a vector leads to movement (applies to curved space)
when far away from your wormhole regenerate 1% of your max energy per second
@@ -179,6 +208,31 @@ improve new player experience
When foam is in an explosion it also explodes with size proportional to the size of the foam bubble
Requires foam, explosion source, not aerogel
new level similar to ash tray maze
!!not sure how this works with theme (most levels are locations that have industrial stuff)
this might work as another line of sight level?
could be fine without line of sight if rooms don't exist until they open up?
where to put in game sequence?
watch a run through https://www.youtube.com/watch?v=nudSXUMBEV4
close off doors as player gets close
open up doors as player gets close
holes in the floor
slide large walls back to open up levels below
show a zone, then close it off, but eventually reveal it later
rise up pillars during combat
small maze rooms, 1-2 really huge rooms, long corridors, medium combat rooms
triggers for changes
clearing mobs in a zone
or time based if player is too slow
player gets close to a zone
make map elements shift around as player moves through the game
start with map elements filling everywhere and slow open up new zones
need a cool way to animate adding and removing map elements
maybe for the entire level redraw the map every 15 cycles?
simulation.draw.setPaths() //update map graphics
slide map around
small map squares that each add in sequentially
Cosmological natural selection: do something with black holes
spawn black hole mobs
after bosses die?
@@ -1210,7 +1264,6 @@ possible names for tech
amalgam, amalgamation - the action, process, or result of combining or uniting.
thermoplastic - the stuff in 3-D printers, use for molecular assembler tech
ergosphere - region of a spinning black hole that might allow FTL or alternate realities.
equivalence principle - gravity and acceleration are the same
Casimir effect - attractive force between two close conductive plates
difference engine - early calculator/computer
cyanoacrylate - superglue use for a slowing effect?
@@ -1254,25 +1307,4 @@ list of powerful synergies
interest + coupling, research + (peer review? or Bayesian statistics)
electronegativity and high energy?
electronegativity + anyon + duplication + Maxwells demon + interest + pair production
chain reaction + invulnerable + Abelian group + parasitism = clear all mobs on level
************************************************* COMMUNITY LINKS *************************************************
load old commits
www.cornbread2100.com/n-gon-loader
n-gon fork
kgurchiek.github.io/n-gon-portal-gun
3xiondev.github.io/n-gon-upgraded
coaldeficit.github.io/c-gon
n-gon-enhanced.vercel.app
bookmarlet
github.com/Whyisthisnotavalable/n-scythe
github.com/kgurchiek/n-gon-mobile
github.com/kgurchiek/n-gon-controller
text
ngon.fandom.com/wiki/N-gon
github.com/3xionDev/n-docs
chain reaction + invulnerable + Abelian group + parasitism = clear all mobs on level