double jump
tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off buckling: 100%->50% chance to spawn a power up from any block that kills a mob no longer requires the block to be thrown mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now added a few more blocks to towers level deprecated: 1.05->1.07 damage per removed tech laserLayerBoss has 33% less health and has fewer lasers at higher difficulties bugfix disabled spawnDelay stopping on damage because it had too many negative tech interactions metastability + paradigm shift no longer makes all ejected tech explode
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52
todo.txt
52
todo.txt
@@ -1,19 +1,17 @@
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******************************************************** NEXT PATCH **************************************************
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you can now jump off mobs while invulnerable
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includes time dilated
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pause display text updated with details menus
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difficulty parameters
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0.82->0.84x damage done per level
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1.25->1.23x damage taken per level
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tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
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nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
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mass-energy equivalence no longer costs 2 research
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long power up spawns, like from interest or supply chain:
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will pause new spawns until total power ups are below 300 to reduce lag
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stop spawning if you take damage
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tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off
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bug fixes
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buckling: 100%->50% chance to spawn a power up from any block that kills a mob
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no longer requires the block to be thrown
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mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now
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added a few more blocks to towers level
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deprecated: 1.05->1.07 damage per removed tech
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laserLayerBoss has 33% less health and has fewer lasers at higher difficulties
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bugfix
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disabled spawnDelay stopping on damage because it had too many negative tech interactions
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metastability + paradigm shift no longer makes all ejected tech explode
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******************************************************* DESIGN ******************************************************
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@@ -36,22 +34,33 @@ list of powerful synergies
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duplication 100%
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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
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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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*********************************************************** TODO *****************************************************
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tech: working mass - double jump
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cost flat energy not a %
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field Tech for molecular assembler and print and throw a block down on 2nd jump
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remove block after time or keep it around?
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credit to TNTiger17 (although I'm not looking for more code contributions)
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make player mass an adjustable var in the skin
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does this mess with jump height or air control?
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increase mass and movement speed at the same time
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increase jump differently because it scales extra with mass
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m.defaultMass = 4.5
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m.definePlayerMass()
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possible player.mass bad interactions
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grapple
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JUNK tech - player takes damage from block collisions
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is this gonna contribute to lag?
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player damage seems low
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player damage taken seems fine, or maybe increase
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difficulty rework: explicit changes to the game to increase difficulty
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UI -
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add a wire attached to difficulty power up
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like the one attached to player, but thinner
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laser: slow light is the least fun laser tech, make it more fun
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tokamak synergy tech
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tech: stellarator - after firing a block with tokamak, heal (scale heal amount with block mass?)
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tech: inertial confinement - while charging tokamak you can fly, and invulnerable
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@@ -823,11 +832,6 @@ intro map: diegeticly draw a mouse with field highlighted
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also indicate space?
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dynamically adjust drawing after picking up a gun
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increase mass and movement speed at the same time
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increase jump differently because it scales extra with mass
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m.defaultMass = 4.5
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m.definePlayerMass()
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give history boss legs?
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field tech - disable blocking, but does high damage to mobs inside field
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