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
This commit is contained in:
landgreen
2024-06-13 12:05:40 -07:00
parent 438c16699e
commit 1903b9e938
11 changed files with 268 additions and 154 deletions

View File

@@ -1,19 +1,17 @@
******************************************************** NEXT PATCH **************************************************
you can now jump off mobs while invulnerable
includes time dilated
pause display text updated with details menus
difficulty parameters
0.82->0.84x damage done per level
1.25->1.23x damage taken per level
tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
mass-energy equivalence no longer costs 2 research
long power up spawns, like from interest or supply chain:
will pause new spawns until total power ups are below 300 to reduce lag
stop spawning if you take damage
tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off
bug fixes
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
******************************************************* DESIGN ******************************************************
@@ -36,22 +34,33 @@ list of powerful synergies
duplication 100%
interest + coupling, research + (peer review? or Bayesian statistics)
electronegativity and high energy?
electronegativity + anyon + duplication + Maxwells demon + interest
electronegativity + anyon + duplication + Maxwells demon + interest + pair production
chain reaction + invulnerable + Abelian group + parasitism = clear all mobs on level
*********************************************************** TODO *****************************************************
tech: working mass - double jump
cost flat energy not a %
field Tech for molecular assembler and print and throw a block down on 2nd jump
remove block after time or keep it around?
credit to TNTiger17 (although I'm not looking for more code contributions)
make player mass an adjustable var in the skin
does this mess with jump height or air control?
increase mass and movement speed at the same time
increase jump differently because it scales extra with mass
m.defaultMass = 4.5
m.definePlayerMass()
possible player.mass bad interactions
grapple
JUNK tech - player takes damage from block collisions
is this gonna contribute to lag?
player damage seems low
player damage taken seems fine, or maybe increase
difficulty rework: explicit changes to the game to increase difficulty
UI -
add a wire attached to difficulty power up
like the one attached to player, but thinner
laser: slow light is the least fun laser tech, make it more fun
tokamak synergy tech
tech: stellarator - after firing a block with tokamak, heal (scale heal amount with block mass?)
tech: inertial confinement - while charging tokamak you can fly, and invulnerable
@@ -823,11 +832,6 @@ intro map: diegeticly draw a mouse with field highlighted
also indicate space?
dynamically adjust drawing after picking up a gun
increase mass and movement speed at the same time
increase jump differently because it scales extra with mass
m.defaultMass = 4.5
m.definePlayerMass()
give history boss legs?
field tech - disable blocking, but does high damage to mobs inside field