buffBoss
buffBoss: group of mobs that buff their group after they die this boss maybe unbalanced in some situations, let me know (get them all low on health before you start killing them) complex spin-statistics gives 1.5/7 harm immunity (was 1/7) also tech frequency was halved tech fermions is now on by default: thrown blocks can collide with intangible mobs pilot wave uses 5% more energy for balance
This commit is contained in:
94
todo.txt
94
todo.txt
@@ -1,59 +1,23 @@
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******************************************************** NEXT PATCH ********************************************************
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2 more lore chapters (5 total now)
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entering testing mode makes a sound now
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buffBoss: group of mobs that buff their group after they die
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this boss maybe unbalanced in some situations, let me know
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(get them all low on health before you start killing them)
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reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations
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I hope this will increase build variety and also give more value to making good tech choices
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countless bug fixes and wording fixes
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complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
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also tech frequency was halved
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mobs have a new trait mob[i].damageReduction
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tech fermions is now on by default: thrown blocks can collide with intangible mobs
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pilot wave uses 5% more energy for balance
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******************************************************** TODO ********************************************************
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try out making the player's "eye" a bigger circle
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perfect diamagnetism field stays when you aren't holding field
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good for perfect because it doesn't use energy
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holding field moves it the player
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level with mobs that follow a genetic algorithm
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mobs have genes
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the last mob that did damage saves it's genes to local storage
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new mobs have the saved genes, but with some random mutations
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mutations need to be balanced to prevent a gene from moving towards infinity
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total genome must equal 1 (100%)
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binary genes have a flat cost
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example: phasing through walls might cost 0.2
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spectrum genes have a rate
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example: acceleration cost 0.01 per 0.001
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possible genes
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genes should only effect it's ability to touch the player
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so not damage?
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genome: spectrum
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acceleration
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top speed / air friction
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damageReduction
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duration?
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health decreases naturally?
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or they just go away like bullets?
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spawn rate
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look frequency / memory?
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genome: binary
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go through walls
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blink/teleport (like striker)
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grow when near target
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split into two
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shielded
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occurs in a specialized level
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named: gene lab, gene factory, genetic lab, genome facility
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in the level sequence after lab and before gauntlet?
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level ends after a period of time
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exit is hidden until time is up and it appears
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the level tests player durability/evasion
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this is a nice contrast to the final level that tests damage output, and the gauntlet which tests AoE damage
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scrolling console history in pause menu?
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also make tech, guns scrolling?
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in testing mode console log the body you click on
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@@ -261,7 +225,41 @@ is there a way to check if the player is stuck inside the map or block
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******************************************************** LEVELS ********************************************************
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try out making the player's "eye" a bigger circle
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level with mobs that follow a genetic algorithm
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mobs have genes
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the last mob that did damage saves it's genes to local storage
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new mobs have the saved genes, but with some random mutations
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mutations need to be balanced to prevent a gene from moving towards infinity
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total genome must equal 1 (100%)
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binary genes have a flat cost
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example: phasing through walls might cost 0.2
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spectrum genes have a rate
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example: acceleration cost 0.01 per 0.001
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possible genes
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genes should only effect it's ability to touch the player
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so not damage?
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genome: spectrum
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acceleration
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top speed / air friction
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damageReduction
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duration?
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health decreases naturally?
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or they just go away like bullets?
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spawn rate
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look frequency / memory?
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genome: binary
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go through walls
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blink/teleport (like striker)
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grow when near target
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split into two
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shielded
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occurs in a specialized level
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named: gene lab, gene factory, genetic lab, genome facility
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in the level sequence after lab and before gauntlet?
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level ends after a period of time
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exit is hidden until time is up and it appears
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the level tests player durability/evasion
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this is a nice contrast to the final level that tests damage output, and the gauntlet which tests AoE damage
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rename intro level to something lore related
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@@ -315,12 +313,6 @@ map: observatory
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******************************************************** MOBS ********************************************************
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mobs that buff the stats of mobs when they die
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nearby mobs
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boss is a group of mobs, they buff each other
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give the buff a ramp up time
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so there is an advantage to kill them all at once
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mob that spawns eggs after they die
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eggs don't attack but grow back into a mob after about 10s
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