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:
landgreen
2022-12-17 09:58:33 -08:00
parent 500bb3f73e
commit 16834e95be
376 changed files with 4150 additions and 2049 deletions

159
todo.txt
View File

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