laser delay
laser energy drain and damage now scale with fire delay effects no change for pulse since it already has a fire delay explosion harm to player no longer scales with explosion radius explosion damage will treat all explosions the same as a basic grenade explosion large radius explosions are much safer acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions CPT only triggers from damage above 1% per game cycle so no trigger from slime hazards or black holes or mob auras level: reactor has a horizontal flipped mode regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken JUNK tech: return - go back to the intro level, but keep your tech bug fixes
This commit is contained in:
113
todo.txt
113
todo.txt
@@ -1,45 +1,32 @@
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******************************************************** NEXT PATCH **************************************************
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boss orbitals and mineBoss mines are destroyed when you deflect them with your field
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drones, spores and other bullets that target mobs, will not target invulnerable mobs
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timeSKipBoss is a bit slower with a bit less time skipping
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fixed color to better match level background colors
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laser energy drain and damage now scale with fire delay effects
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no change for pulse since it already has a fire delay
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JUNK tech: path integral - your next tech choice has almost all possible choices
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explosion harm to player no longer scales with explosion radius
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explosion damage will treat all explosions the same as a basic grenade explosion
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large radius explosions are much safer
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acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions
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CPT only triggers from damage above 1% per game cycle
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so no trigger from slime hazards or black holes or mob auras
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level: reactor has a horizontal flipped mode
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regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken
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JUNK tech: return - go back to the intro level, but keep your tech
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bug fixes
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*********************************************************** TODO *****************************************************
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timeskip flickers with tech: clock gating, and game pause after large hit
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probably not related to timeskip, related to graphics effect
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not a big problem, actually it's kinda neat effect
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only fix if there is a clear solution
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JUNK tech show 20+ options in tech selection
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block manufacturing - molecular assembler tech
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Holding r-click will create a slowly increasing in size block, which will be thrown on release
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bullets that can target the player
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occurs if no mobs targets around
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worms? drones? missiles? spores?
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all of the above?
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BUG time skip probably led to player being able to move, and game not being paused for a few seconds while the death screen faded in
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also small chance it happened with rewind instead, but unlikely
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block manufacturing - molecular assembler tech
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Holding r-click will create a slowly increasing in size block, which will be thrown on release
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if a mob dies in skiptime it doesn't register?
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is this only for the ondeath event?
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so far, but needs more tests
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is this only for timeskip > 1
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yes I think
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make MEE work with harm reduction
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how to nerf MEE
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maybe harm reduction could also reduce energy regen
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Currently, the mob just deals higher damage on impact, which is annoying although not hard to compete with nor unique
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By "redesign" I mean replacing instances of the regular mob, since the same code is used for the tiny red projectiles (I think) just add a new mob and remove the old one from the rotation
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The new mob should be as such, a "real" exploding mob:
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@@ -53,11 +40,6 @@ Regular state: red
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About to explode: animation to dark red
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Exploding: several shockwaves from the explosion points and tiny trails given to the shrapnel for a second or two until they deaccelerate
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make laser gain damage and energy drain from fire delay tech
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wording? put it in the gun description
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reactor: add horizontal flip mode
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pause time like invariant for other things...
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throwing blocks
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charging railgun
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@@ -139,32 +121,7 @@ tech: harpoons stick into enemies
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attaches mob to wall if possible
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firing while harpoon is stuck into an enemy rips it out of them, inflicting damage and stun and pulling them towards you
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bug: often game puts player position at NaN
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try:
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cloaking/harpoon grapple on normal, continue past beating the final boss
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clues:
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maybe with vanish or other special blocks and grapple hook
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very high level for tech, duplication
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happened once with only 13 tech
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?&seed=7269&gun0=drones&gun1=matter%20wave&gun2=shotgun&tech0=arsenal&tech1=dead%20reckoning&tech2=regression&tech3=unified%20field%20theory&tech4=rivet%20gun&tech5=phonon&tech6=affine%20connection&field=wormhole&difficulty=2
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maybe not about JUNK though
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maybe on tons of bullets
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maybe grappling hook, Bulk modulus
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solution: just kill the player if they go NaN
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vanish elements shouldn't collide with mobs
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maybe they don't return if mobs are in the way?
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maybe they kill mobs in the way
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maybe they should go non-collide with mobs
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bug: harpoon attack gave a mob really high levels of health
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recent events:
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had 3 harpoons at a time
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tech: immune with grappling hook, Bulk modulus
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cancel true colors with pure science
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attack with harpoon at slasher mobs
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they didn't die, but they should in one hit instead they got a huge health bar, then I just died for no reason after touching one
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bug: maybe I can put in an event listener to reset inputs to false when you tab out to prevent key sticking
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enemies stuck with foam receive upward force over time
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only form aerogel tech?
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@@ -195,19 +152,6 @@ setting to remove UI, except health bar
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except active gun? to see ammo
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checkbox in pause and in settings
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bug - url sharing still broken sometimes
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tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map
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bug? cloaking field doesn't show energy over max
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run more profiles of n-gon to fix performance issues
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bug: possibly clearing away all bullets causes a problem
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bullet.js 255 (.do() is missing)
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I died and quantum immortality triggered (I had needles and ice-IX)
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game crashed but recovered
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go non-collide with mobs when immune to damage?
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mobs that are invulnerable from the front
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@@ -325,9 +269,6 @@ electric motors: increases movement speed and jump height, but jumping and movin
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mob that fires bullets in 4,5,6,7 different directions at once, no aiming
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grow a bit before it fires to indicate state
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bug once: switching from shotgun to harpoon somehow set b.activeGun to not defined
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https://discord.com/channels/645222059647172618/646505973610971165/919116288008290324
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quasarBoss: inverted pulsar boss that hits everything except where its aiming
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intro map: diegeticly draw a mouse with field highlighted
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@@ -349,8 +290,6 @@ mob/boss that fires a laser at player, but give player time to avoid
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they target where player was 1 second ago
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they turn to face player?
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bug - death while paused crashes game?
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tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage
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require electric reactive armor?
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@@ -547,6 +486,28 @@ n-gon outreach ideas
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******************************************************** BUGS ********************************************************
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timeskip flickers with tech: clock gating, and game pause after large hit
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probably not related to timeskip, related to graphics effect
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not a big problem, actually it's kinda neat effect
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only fix if there is a clear solution
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bug: maybe I can put in an event listener to reset inputs to false when you tab out to prevent key sticking
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bug - url sharing still broken sometimes
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tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map
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bug? cloaking field doesn't show energy over max
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run more profiles of n-gon to fix performance issues
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bug - death while paused crashes game?
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bug: possibly clearing away all bullets causes a problem
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bullet.js 255 (.do() is missing)
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I died and quantum immortality triggered (I had needles and ice-IX)
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game crashed but recovered
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vanish element bug, crashes on touching element, happens for 1 person maybe with junk tech?
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safari issues
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