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:
landgreen
2024-12-24 11:22:57 -08:00
parent 1966173f88
commit 2daeae1ff4
12 changed files with 643 additions and 603 deletions

104
todo.txt
View File

@@ -1,17 +1,45 @@
******************************************************** NEXT PATCH **************************************************
reworked focuser mobs to fire blue energy draining laser instead of charging player
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
******************************************************** BUGS ********************************************************
couple reports of crashes from many-worlds
around level 5-7
for me crash on factory level 7
might be linked to having all the guns?
the crash was in matter.js something about collisions and undefined
maybe too many things were spawned in the same spot?
also occurs when you just gain many random tech in testing mode
figure out why seeded random isn't making runs the same:
shuffle is being used for a wide variety of things that don't need a seeded random
make two shuffle functions?
@@ -27,32 +55,17 @@ figure out why seeded random isn't making runs the same:
doesn't seem to be determined by the seed...
display future constraints in pause menu?
at start of level game go stuck in pause state
no crash or bug report
occur level 8
after 2 levels of sending power ups to next level
auto drones grabbed a power up and game froze while in power up mode
running code to exit pause kinda worked
ants marching outline on splash screen doesn't sync right on safari
player can become crouched while not touching the ground if they exit the ground while crouched
*********************************************************** TODO *****************************************************
new level - something with movers, rubber band blocks
button/switch input ideas from Cocoon game
pick up blocks that have a rubber band attached to a sliding switch
as player moves the vector direction of the rubber band will move the slider left or right
use this to open doors, move larger blocks, ...
switches that toggle left, right when player presses input.field while standing nearby
replace laser off on switch?
platform that rises up when player presses input.field while standing
How to instruct player to use field on these?
color with field #0ff
draw field effect
make it still functional without the field button
tech: demineralization - 0.2x damage taken, but it slowly reduces effect
increase to full:
at start of level?
when you get the tech
decrease:
over time
at start of new level
!!conformal - similar rules for small and big scales linked to holographic principle
!!holonomy - parallel transport of a vector leads to movement (applies to curved space)
@@ -288,16 +301,6 @@ make a lemming that walks until it hits a wall and then turns around robotically
body or mob?
can't be killed?
use ephemera to replace some bad code
JUNK?
request animation stuff
simulation checks
damage and defense bars
disable and enable ephemera with settings
perfect diamagnatism - invulnerable while field is active?
also drain energy while field is active?
mobs attack mines
mines periodically set all mobs to have player location to be the mine
is this going to work with all mob vision types?
@@ -311,23 +314,8 @@ Tech: relativity
wormhole tech - teleport away mobs with mass below 3 when they get too near the player
short CD, small energy cost, only mobs below a mass
extend brainstorming animation timers to fps cap?
will it be smoother or choppier?
anything else needs to hit limited fps on a high fps monitor?
perfect diamagnatism could bounce on mobs, or even map elements?
could work like a rocket jump?
tech: Bose Einstein condensate - freezes enemies in pilot wave, and drains some energy?
make super balls with Zectron deflectable with field
but is there a simple way to do this?
set mob health bar colors based on status effects?
make mob damage immunity a mob status effect?
tech: rail gun area damage effect, but for all harpoon mode
mob status effect - vulnerability
mobs take 4x damage for __ time
afterwards mobs go back to normal damage taken
@@ -1242,6 +1230,7 @@ possible names for tech
De Sitter space - simple model of universe related to general relativity (mass-energy?)
active optics - something with lasers? maybe something with diffuse beam getting smaller
Quintessence - related to dark energy
biofilm - something defensive? related to spores?
******************************************************* DESIGN ******************************************************
@@ -1277,12 +1266,13 @@ n-gon fork
kgurchiek.github.io/n-gon-portal-gun
3xiondev.github.io/n-gon-upgraded
coaldeficit.github.io/c-gon
c-rxxp-y.github.io/n-gon-enhanced
n-gon-enhanced.vercel.app
bookmarlet
github.com/Whyisthisnotavalable/n-scythe
github.com/kgurchiek/n-gon-mobile
github.com/kgurchiek/n-gon-controller
text
ngon.fandom.com/wiki/N-gon
github.com/3xionDev/n-docs