renamed mech to m
to continue playing after the final boss you need to use testing mode: "T" -> "U" renamed mech -> m
This commit is contained in:
37
todo.txt
37
todo.txt
@@ -1,14 +1,7 @@
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******************************************************** NEXT PATCH ********************************************************
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duplication bug fix
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renaming custom mode -> experimental mode
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experimental mode is available again even without completing lore
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mob: sneaker is a bit faster and stronger
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(the invisible one that attacks from stealth)
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tech: unified field theory - switching guns uses a reroll to cycle your field
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to continue playing after the final boss you need to use testing mode: "T" -> "U"
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renamed mech -> m
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******************************************************** BUGS ********************************************************
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@@ -30,6 +23,10 @@ tech: unified field theory - switching guns uses a reroll to cycle your field
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******************************************************** TODO ********************************************************
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rename ?
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health -> integrity, unity
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heal -> also integrity, unity
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mechanic: use gun swap as an active ability
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this effect is spammable, so it needs a cost or a cooldown
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tech:
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@@ -52,7 +49,7 @@ tech: double your rerolls
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might want to use a single variable for all duplication
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bot that follows the players history
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could have the same shape as the mech circle head
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could have the same shape as the m circle head
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1st bot is at 5s, 2nd is at 4.5s, ...
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bots don't get too close to player
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run smoothing on position update, don't update if close to player, based on ordering
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@@ -68,13 +65,9 @@ tech: dodge chance for cloaking, harmonic fields, also pilot wave
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set to 100% harm reduction randomly
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if (Math.random() < 0.2) damage *= 0;
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rename ?
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health -> integrity, unity
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heal -> also integrity, unity
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in game console
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set highlighting rules
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mech, tech, level are all highlighted
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m, tech, level are all highlighted
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maybe the first term in each variable should get a highlight
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tech: time dilation - when you exit time dilation rewind to the state you entered
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@@ -89,14 +82,14 @@ mechanic: technological dead end - add tech to the tech pool with a dumb effect
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don't show up in custom?
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negative effect (one time effects are better to avoid code clutter)
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make the player rainbow colors
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mech.color = {
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m.color = {
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hue: 0,
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sat: 100,
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light: 50
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}
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setInterval(function(){
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mech.color.hue++
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mech.setFillColors()
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m.color.hue++
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m.setFillColors()
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}, 10);
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remove all your energy
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eject all your rerolls (not bad with dup)
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@@ -200,7 +193,7 @@ tech "Solar Power": Energy regeneration is doubled while standing still
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mechanic - remove a random tech as a condition for picking up a really good mod
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mechanic - do something for 2 seconds after firing
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if (mech.fireCDcycle + 120)
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if (m.fireCDcycle + 120)
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tech- do 50% more damage in close, but 50% less at a distance
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code it like techisFarAwayDmg
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@@ -243,7 +236,7 @@ mouse event e.which is deprecated
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add some more computer / AI stuff to the level lore text
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mechanic - shrink mech.baseHealth in a tech or field
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mechanic - shrink m.baseHealth in a tech or field
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standing wave harmonics tech- push things away
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push scales with mass up to about 4
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@@ -290,7 +283,7 @@ atmosphere levels
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change the pace, give the user a rest between combat
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low or no combat, but more graphics
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explore lore
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find power ups in "wrecked" mechs representing previous simulations
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find power ups in "wrecked" m representing previous simulations
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how you could leave something in one simulation that effects a different simulation
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Maybe some strange quantum physics principle.
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add text for player thoughts?
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@@ -371,7 +364,7 @@ cool names for tech
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lore - a robot (the player) gains self awareness
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each tech gun/field is a new tech
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all the technology leads to the singularity
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each game run is actually the mech simulating a possible escape
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each game run is actually the m simulating a possible escape
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this is why the graphics are so bad, its just a simulation
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final tech is "this is just a simulation"
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you get immortality and Infinity damage
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