depolarization
community map - arena by Richard0820 skin tech: depolarization - gain +300 damage or -50% damage if a mobs has died in last 5 seconds CPT triggers if you have above 90->85 energy CPT skin graphically indicates when CPT is active mass-energy defense reduction is 66->50% new level load display animation draws the outline of the new map only on reactor and final levels choose MINIMAL HUD in settings to disable (or enter testing mode) enthalpy spawns heals on mobs death with a 5% chance this is roughly an 80% increase in spawn rate mass production spawns a few ammo and heals when you first get it paradigm shift 6->4 health removed incendiary ammunition drone and shotgun explosions are 30% bigger Zectron super balls do 75->90% more damage and drain 25->20 energy on hitting player fixed bug with optical amplifier and cloaking field plasma ball can pick up power ups when out of energy, like other fields fixed bug with not hiding mouse
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41
todo.txt
41
todo.txt
@@ -1,18 +1,41 @@
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******************************************************** NEXT PATCH **************************************************
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after beating the final boss the difficulty settings automatically opens
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quenching - double the damage and double the max health given
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aligned the effects more consistently with defense and difficulty based heal reduction
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prevented possible death by quenching
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community map - arena by Richard0820
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skin tech: depolarization - gain +300 damage or -50% damage if a mobs has died in last 5 seconds
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CPT triggers if you have above 90->85 energy
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CPT skin graphically indicates when CPT is active
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mass-energy defense reduction is 66->50%
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fixed super balls bug
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new level load display animation draws the outline of the new map
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only on reactor and final levels
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choose MINIMAL HUD in settings to disable (or enter testing mode)
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enthalpy spawns heals on mobs death with a 5% chance
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this is roughly an 80% increase in spawn rate
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mass production spawns a few ammo and heals when you first get it
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paradigm shift 6->4 health removed
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incendiary ammunition drone and shotgun explosions are 30% bigger
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Zectron super balls do 75->90% more damage and drain 25->20 energy on hitting player
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fixed bug with optical amplifier and cloaking field
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plasma ball can pick up power ups when out of energy, like other fields
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fixed bug with not hiding mouse
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*********************************************************** TODO *****************************************************
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final and reactor menu is still kinda annoying
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maybe tweak the style and duration
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improve new player experience
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training is too long to be a tutorial
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before nail gun level offer player option to continue or switch to normal game
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+40% foam size
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+40% foam damage
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-40% foam ammo gain
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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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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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@@ -34,6 +57,9 @@ Foam slow down mobs twice as much and slowly pulls them towards the ground
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Requires a source of foam and not aerogel
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https://en.m.wikipedia.org/wiki/Tungsten_hexafluoride
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if needles touch map and mob at the same time pin mob to map
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this might be better as a railgun tech, or a railgun rework
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name rebar
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make grappling hook of different shapes
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shapes
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@@ -55,6 +81,9 @@ on sucker mob death trigger radiation damage AoE and a graphic (Hawking radiati
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tech prismatic laser - cycles between different laser colors every 1-2 seconds
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When you destroy an enemy’s shield it causes a large explosion. Requires not bubble fusion
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sword slash for plasma torch (giving up on this for now, had trouble making graphics look good)
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activates when mouse is close to player
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gradual activation
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@@ -65,6 +94,8 @@ sword slash for plasma torch (giving up on this for now, had trouble making gr
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give them their own version of a slash?
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make a tech that buffs the slash, but it disables extruder,plasma ball
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more (all) bosses need to be made of parts
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good examples: spiderBoss, dragonFlyBoss, beetleBoss
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methods:
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