corridor
new level corridor
new level element fizzler - it removes blocks
interferometer has wider platforms, a few helpful blocks, and fewer mobs
level constraints are announced in console
foam gun no longer pushes the player back when firing
wave gun buffs
1.2x base damage
1.1x base ammo
0.1->0.13x speed in map
0.25->0.30x speed in blocks
tech: phase velocity 1.4->1.5x damage
pigeonhole principle gives 1.3->1.4 damage per gun
you can no longer switch guns, your gun cycles each level
quenching 0.4->0.5x overheal converts into max health
tungsten carbide no longer has reduced coyote cycles
control theory 1.5->2x damage at max health
stability 0.3->0.2 damage taken at max health
overcharge +88->100 max energy, 4->5% JUNK
zoospore vector 10->13% chance for spores on mob death
replication 15->10% JUNK
interest 6->5% of your power ups spawn each level
updated "about" details menu
moved classic n-gon to here from settings
added links to community content in "about"
Are there more links I should add?
added an n-gon SVG head image
bugs
fixed outline on splash screen doesn't sync right on safari browser
fixed possible lock out on training levels: "hold", "throw", "throwAt"
from losing block behind a door
shortcut sort buttons in experiment mode properly order tech without clicking sort
fixed/increased the horizontal velocity contribution for some guns
this makes bullets shot on moving platforms more realistic
nail gun, super balls, foam, harpoon
This commit is contained in:
104
todo.txt
104
todo.txt
@@ -1,17 +1,45 @@
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******************************************************** NEXT PATCH **************************************************
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reworked focuser mobs to fire blue energy draining laser instead of charging player
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new level corridor
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new level element fizzler - it removes blocks
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interferometer has wider platforms, a few helpful blocks, and fewer mobs
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level constraints are announced in console
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foam gun no longer pushes the player back when firing
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wave gun buffs
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1.2x base damage
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1.1x base ammo
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0.1->0.13x speed in map
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0.25->0.30x speed in blocks
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tech: phase velocity 1.4->1.5x damage
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pigeonhole principle gives 1.3->1.4 damage per gun
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you can no longer switch guns, your gun cycles each level
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quenching 0.4->0.5x overheal converts into max health
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tungsten carbide no longer has reduced coyote cycles
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control theory 1.5->2x damage at max health
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stability 0.3->0.2 damage taken at max health
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overcharge +88->100 max energy, 4->5% JUNK
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zoospore vector 10->13% chance for spores on mob death
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replication 15->10% JUNK
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interest 6->5% of your power ups spawn each level
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updated "about" details menu
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moved classic n-gon to here from settings
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added links to community content in "about"
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Are there more links I should add?
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added an n-gon SVG head image
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bugs
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fixed outline on splash screen doesn't sync right on safari browser
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fixed possible lock out on training levels: "hold", "throw", "throwAt"
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from losing block behind a door
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shortcut sort buttons in experiment mode properly order tech without clicking sort
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fixed/increased the horizontal velocity contribution for some guns
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this makes bullets shot on moving platforms more realistic
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nail gun, super balls, foam, harpoon
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******************************************************** BUGS ********************************************************
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couple reports of crashes from many-worlds
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around level 5-7
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for me crash on factory level 7
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might be linked to having all the guns?
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the crash was in matter.js something about collisions and undefined
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maybe too many things were spawned in the same spot?
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also occurs when you just gain many random tech in testing mode
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figure out why seeded random isn't making runs the same:
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shuffle is being used for a wide variety of things that don't need a seeded random
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make two shuffle functions?
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@@ -27,32 +55,17 @@ figure out why seeded random isn't making runs the same:
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doesn't seem to be determined by the seed...
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display future constraints in pause menu?
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at start of level game go stuck in pause state
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no crash or bug report
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occur level 8
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after 2 levels of sending power ups to next level
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auto drones grabbed a power up and game froze while in power up mode
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running code to exit pause kinda worked
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ants marching outline on splash screen doesn't sync right on safari
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player can become crouched while not touching the ground if they exit the ground while crouched
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*********************************************************** TODO *****************************************************
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new level - something with movers, rubber band blocks
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button/switch input ideas from Cocoon game
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pick up blocks that have a rubber band attached to a sliding switch
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as player moves the vector direction of the rubber band will move the slider left or right
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use this to open doors, move larger blocks, ...
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switches that toggle left, right when player presses input.field while standing nearby
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replace laser off on switch?
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platform that rises up when player presses input.field while standing
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How to instruct player to use field on these?
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color with field #0ff
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draw field effect
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make it still functional without the field button
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tech: demineralization - 0.2x damage taken, but it slowly reduces effect
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increase to full:
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at start of level?
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when you get the tech
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decrease:
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over time
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at start of new level
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!!conformal - similar rules for small and big scales linked to holographic principle
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!!holonomy - parallel transport of a vector leads to movement (applies to curved space)
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@@ -288,16 +301,6 @@ make a lemming that walks until it hits a wall and then turns around robotically
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body or mob?
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can't be killed?
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use ephemera to replace some bad code
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JUNK?
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request animation stuff
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simulation checks
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damage and defense bars
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disable and enable ephemera with settings
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perfect diamagnatism - invulnerable while field is active?
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also drain energy while field is active?
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mobs attack mines
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mines periodically set all mobs to have player location to be the mine
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is this going to work with all mob vision types?
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@@ -311,23 +314,8 @@ Tech: relativity
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wormhole tech - teleport away mobs with mass below 3 when they get too near the player
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short CD, small energy cost, only mobs below a mass
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extend brainstorming animation timers to fps cap?
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will it be smoother or choppier?
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anything else needs to hit limited fps on a high fps monitor?
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perfect diamagnatism could bounce on mobs, or even map elements?
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could work like a rocket jump?
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tech: Bose Einstein condensate - freezes enemies in pilot wave, and drains some energy?
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make super balls with Zectron deflectable with field
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but is there a simple way to do this?
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set mob health bar colors based on status effects?
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make mob damage immunity a mob status effect?
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tech: rail gun area damage effect, but for all harpoon mode
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mob status effect - vulnerability
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mobs take 4x damage for __ time
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afterwards mobs go back to normal damage taken
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@@ -1242,6 +1230,7 @@ possible names for tech
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De Sitter space - simple model of universe related to general relativity (mass-energy?)
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active optics - something with lasers? maybe something with diffuse beam getting smaller
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Quintessence - related to dark energy
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biofilm - something defensive? related to spores?
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******************************************************* DESIGN ******************************************************
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@@ -1277,12 +1266,13 @@ n-gon fork
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kgurchiek.github.io/n-gon-portal-gun
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3xiondev.github.io/n-gon-upgraded
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coaldeficit.github.io/c-gon
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c-rxxp-y.github.io/n-gon-enhanced
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n-gon-enhanced.vercel.app
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bookmarlet
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github.com/Whyisthisnotavalable/n-scythe
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github.com/kgurchiek/n-gon-mobile
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github.com/kgurchiek/n-gon-controller
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text
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ngon.fandom.com/wiki/N-gon
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github.com/3xionDev/n-docs
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