wave
base wave gun rework
damage per hit 1.55 -> 0.33, -15% range, +20% ammo
no pause between wave packets
wave bullets can hit about once every 10 game cycles (1/6 of a second)
time between hits is reduced by fire rate
wave tech frequency has -25% damage no longer reduces fire rate
+10% phonon damage and ammo
JUNK tech: universal healthcare - your damage heals mobs
bug fixes
This commit is contained in:
24
todo.txt
24
todo.txt
@@ -1,29 +1,25 @@
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******************************************************** NEXT PATCH **************************************************
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map: factory
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this is completely unbalanced, so let me know if what rough edges need to be sanded
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found on seed 47086 level 6
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tech: ternary - +40 damage if any gun has ammo divisible by 3
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base wave gun rework
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damage per hit 1.55 -> 0.33, -15% range, +20% ammo
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no pause between wave packets
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wave bullets can hit about once every 10 game cycles (1/6 of a second)
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time between hits is reduced by fire rate
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wave tech frequency has -25% damage no longer reduces fire rate
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+10% phonon damage and ammo
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level element: transport - horizontal moving platforms
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level element: mover - stationary platform that pushes the player horizontally
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to see examples of transport and mover look in level.testing()
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JUNK tech: universal healthcare - your damage heals mobs
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bug fixes
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*********************************************************** TODO *****************************************************
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level element - mover, transport
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test effect of changing m.Vx on things like: shooting bullets?
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add mobs?
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extend the recentered friction zero to other things
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like blocks the player stands on?
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maybe zero on the horizontal velocity of whatever the player is standing on
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remove the pause on wave between wave packets
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maybe don't do packets, do sine wave beats instead?
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wave tech don't end wave bullets on hitting mob, instead add a short cooldown, 1/4 of a second between hurting mobs
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maybe fire rate could lower the frequency that wave bullets damage mobs as they pass through them
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add a graphic to show the time when doing damage
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extend uncertainty to superballs
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maybe make aiming them more random?
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