added images
added images to tech, field, gun cards (enable this in settings) in progress - not all images are generated yet images are generated by me using midJourney plus significant post processing random research power ups are 20% more common per level global difficulty balance: player takes a bit less damage mutualism: 0.5->1 borrowed health for 250->300% more spore damage harpoon can still fire when out of energy, but slower harpoon fire cooldown no longer triggers when the harpoon returns it's just a flat 2/3 of a second after you Fire improved fire rate now allows you to fire many harpoons at once until you run out of energy default harpoon rope is a bit longer several bug fixes and undocumented changes I forgot to list
This commit is contained in:
159
todo.txt
159
todo.txt
@@ -1,42 +1,147 @@
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******************************************************** NEXT PATCH **************************************************
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harpoon
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default fire rate is 10% higher
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default harpoon range 15% higher
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railgun
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tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
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area effect damage is increased 20%, scales with bitter electromagnet and total charge
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charging longer increases harpoon velocity/damage by up to 30%
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contributions to charge time are more uniform between:
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crouching, fire rate, Bitter electromagnet, and capacitor bank
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auto aims no longer disabled on crouch
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emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
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cache 16->15x ammo
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many-worlds 1->0 research to enter an alternate reality on each new level
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added images to tech, field, gun cards (enable this in settings)
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in progress - not all images are generated yet
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images are generated by me using midJourney plus significant post processing
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finalBoss
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health decays a bit faster
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spawns 6 mobs at each health threshold
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spawns from the different modes are reduced
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boss laser damage is 25% reduced
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hoppers spawn from the slime tunnel
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random research power ups are 20% more common per level
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global difficulty balance: player takes a bit less damage
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mutualism: 0.5->1 borrowed health for 250->300% more spore damage
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JUNKtech: random - gives random +damage
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harpoon can still fire when out of energy, but slower
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harpoon fire cooldown no longer triggers when the harpoon returns
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it's just a flat 2/3 of a second after you Fire
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improved fire rate now allows you to fire many harpoons at once until you run out of energy
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default harpoon rope is a bit longer
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bug fixes
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several bug fixes and undocumented changes I forgot to list
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*********************************************************** TODO *****************************************************
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tech: zombie - sporangium infect mobs, making them fight for you
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set media rules for smaller screens
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smaller card size
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tech super balls - super ball can damage you
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add to todo: make it so each phase of the final boss works like a new level (call new level code on each new phase)
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bug reactor boss + harpoon foam production seems to make too much foam
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set mob health bar colors based on status effects?
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make mob damage immunity a mob status effect?
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physics notes: add link to double slit content
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https://www.youtube.com/watch?v=v_uBaBuarEM
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seekers after taking damage if seekers are below 1/2 life they teleport to a random point on the player history and sneak attack again
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make sure they don't teleport on top of the player
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card images
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process: discord midjourney prompts -> "pixelmator pro" -> adjust color, repair, scale to 384x256, export PNG -> webP? -> place in /img folder
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make n-gon a progressive web app to manage image downloads, cache
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wave function collapse opens the pause menu after it triggers alternate reality
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this is actually good, maybe reuse this code to get pause menu to open at any time
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if pause is pressed while selecting power ups, display pause menu on top of selection menu
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***styles***
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try --- Pastel drawing, Psychedelic art, Arabesque (cool patterns), knolling (everything spread out and placed on a flat mat)
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try taking screen shots of fields graphics and feeding them into midJourney V4
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technology stuff --- Dan Matutina (cute complex technology),
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Katsuhiro Otomo (intricate space technology), Tsutomu Nihei (black and white detailed future tech)
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infographics of all know multiverses. 1980s Japanese graphic design, dimensional astrolabe,
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Japanese poster graphics, Ralph McQuarrie (looks like star wars), Simon Stålenhag (retro-futuristic), Yoshiyuki Tomino (detailed anime future technology)
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isometric: low-poly, box cutout, made in blender, Materials: matte clay
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subtractive sculpture
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kinetic sculpture
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quantum stuff -- Hypertorus, Glowing Opal Pearlescent, Physics, Hydro-Dipping Hydrodipped, Vija Celmins, Matt Molloy (photo of golden waves in the sky)
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***major themes missing***
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***maybe redo***
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dynamical systems
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harpoon gun
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nail-bot
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homeostasis
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***past style themes***
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field emitter - isometric, clean white robot spherical gun turret on bird legs, blender 3d, style of artstation and behance, Disney Pixar, cute
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standing wave - concentric transparent blue geometric circles science
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perfect diamagnetism - physics magnetic field chalk diagram
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time dilation - graphic of a hyperbolic equation Luminogram
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negative mass - Blacklight painting by Moebius
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plasma torch - by Dan Mumford
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metamaterial cloaking - Scientific photography by Miki Asai
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molecular assembler - by Laurie Greasley 16-bit Isometric
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wormhole - by Tim White
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nail gun - Screenprint
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shotgun - blueprint by Dan McPharlin
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grenades, missiles, explosions - by Victo Ngai
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spores - by Ernst Haeckel
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drones - tilt-shift photography
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super balls - By Akari Toriyama
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wave - sound wave oscilloscope by Paul Catherall, concentric circles by Paul Catherall
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foam - black blobs Ink doodle
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harpoon - by Eiichiro Oda
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mine - by Dan McPharlin
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laser - complex optical scientific equipment
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guns, ammo - isometric clean pixel art image cutaway of , style of tekkonkinkreet
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defensive - Paper cutout
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bots - hovering drone by Laurie Greasley 16-bit Isometric
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generic energy tech - by Laurie Greasley
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duplication, cancel - by Kazumasa Nagai
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anti-shear topology, fracture analysis, shear stress - Chemigram
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ON/OFF - ASCII art
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block throwing - Bauhaus style
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tech that adds JUNK - by Choi Jeong-hwa
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ice IX - microscope images of ice crystals
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tech that spawns health - glowing green balls by Enki Bilal
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invulnerable - by Nick Veasey (photos that look like x-rays)
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alternate reality - Fractal art
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tech choice - mandala tile Mosaic
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tech that spawns heal power ups - green Quilling
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time, CPT, pause - by Lee Bontecou
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boost, coupling power ups tech - cyan electron orbiting a black nucleus electric field as bas-relief //(by Kazumasa Nagai)
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radioactive - volumetric atomic nucleus diagram by Paul Catherall
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tech: railgun area damage effect, but for all harpoon mode
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laser momentum pushed back on player?
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might just be annoying
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JUNK - overwrite mob draw function so mobs only draw if they can connect a ray from player to mob
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gonna cause lag?
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tech: p-zombie - sporangium infect mobs, making them fight for you
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zombies should attack player if there are no mob targets
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name: cordyceps, zombie, p-zombie?
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infected mobs get a status debuff. when they die they return as zombie mob type
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zombie mobs run code similar to drones
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they inherit color, sides, radius from host
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mob status effect - vulnerability
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mobs take 4x damage for __ time
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afterwards mobs go back to normal damage taken
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graphical effect while they take extra damage
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needs to come from a "rare"ish effect
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merge with the decloaking damage effect
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decloaking gives all mobs (nearby??) a 3x damage taken status?
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this can be merged with the stun crit damage tech
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also the increased damage every hit tech?
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bad idea because the graphical effect will be too annoying
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tech: sporangium that grow little trees
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the trees have an area of effect damage for about 6-10 seconds
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maybe something similar to radioactive drones, but maybe a few smaller shapes
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spores, worms, fleas - can target player
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when to target player
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probably have to not go after player for at least a few seconds
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only go after player if there are no mobs
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go after what ever is closest target
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go after a random target
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if distance to player < 60 damage player
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new bot type that makes phonon waves
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name: phono-bot?
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each bot has to generate it themselves, can't run code in gun.do
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@@ -86,12 +191,8 @@ finalBoss
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mob status effect - emit - mobs fire lasers for a few seconds
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tech: phosphorescence - mobs emit after being hit with laser beams
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run canvas direct pixel editing while game is paused
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(I tried it an it really hits performance hard)
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just update once every second?
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if it uses too much processing have a setting to toggle it off
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this might help get players to spend more time relaxing on the power up selection
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increase the click delay?
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Tech: "Solid rocket motor": Missiles would start at 300% speed and 200% missile damage upon explosion, but the speed and damage would decrease to 40% speed and damage as time goes on
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tech: every time shotgun fires it's a different shotgun mode: nails, ice, needles, worms, fleas, rivets, ... but you get more ammo
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try again - line of sight https://ncase.me/sight-and-light/
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@@ -1111,7 +1212,7 @@ possible names for tech
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Unitarity - https://en.wikipedia.org/wiki/Unitarity_(physics) - all probabilities add up to 1, calculations work the same forward and backwards in time
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this is violated by expansion of the universe
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https://en.wikipedia.org/wiki/Cosmic_censorship_hypothesis - black holes can't leak
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Alcubierre warp drive (FTL with negative mass)
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