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:
landgreen
2021-07-22 06:11:22 -07:00
parent 34d295cf48
commit 3f8517b27e
7 changed files with 184 additions and 110 deletions

View File

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