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:
25
js/level.js
25
js/level.js
@@ -12,9 +12,9 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(30)
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// level.difficultyIncrease(60) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("perfect diamagnetism")
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// m.setField("wormhole")
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// b.giveGuns("spores")
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// tech.giveTech("CPT reversal")
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// tech.giveTech("causality bombs")
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@@ -640,10 +640,10 @@ const level = {
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this.isUp = true;
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} else {
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if (this.isUp === true) {
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const list = Matter.Query.region(body, this)
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const list = Matter.Query.region(body, this) //are any blocks colliding with this
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if (list.length > 0) {
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if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) {
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Matter.Body.setPosition(list[0], {
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if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) { //not too big of a block
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Matter.Body.setPosition(list[0], { //teleport block to the center of the button
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x: this.min.x + width / 2,
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y: list[0].position.y
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})
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@@ -2195,7 +2195,9 @@ const level = {
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spawn.mapRect(475, -25, 25, 50); //edge shelf
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},
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testing() {
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// const button = level.button(200, -700)
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const button = level.button(1000, 0)
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spawn.bodyRect(1000, -50, 50, 50);
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// const toggle = level.toggle(200, -700)
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level.custom = () => {
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// button.draw();
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@@ -2206,7 +2208,8 @@ const level = {
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level.enter.draw();
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};
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level.customTopLayer = () => {
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// toggle.query();
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button.query();
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button.draw();
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};
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level.setPosToSpawn(0, -450); //normal spawn
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@@ -2253,8 +2256,8 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500)
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// spawn.starter(1900, -500, 200) //big boy
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spawn.buffBossCulture(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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@@ -2268,7 +2271,7 @@ const level = {
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// spawn.bomberBoss(1400, -500)
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// spawn.hopBoss(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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// spawn.grenadier(1200, -500)
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@@ -7056,7 +7059,7 @@ const level = {
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spawn.randomGroup(2000, -5700, 0.6);
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powerUps.addResearchToLevel() //needs to run after mobs are spawned
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let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss"];
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let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss", "buffBossCulture"];
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let abc = Math.random();
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if (simulation.difficulty > 3) {
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if (abc < 0.6) {
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@@ -351,7 +351,12 @@ const lore = {
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lore.miriam.text("The exact coordinates are blocked.")
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} else {
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console.log('Locating…')
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navigator.geolocation.getCurrentPosition(success, error);
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const options = {
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enableHighAccuracy: true,
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maximumAge: 30000,
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timeout: 27000
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};
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navigator.geolocation.getCurrentPosition(success, error, options);
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}
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},
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() => { lore.anand.text("This location is sending and receiving data from the satellite.") },
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@@ -401,7 +406,6 @@ const lore = {
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() => { lore.talkingColor = "#dff" },
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],
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// [ // they decided that a part of the project is out of control, but the part of it that doesn't needs to calm it down, and trust.
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// /*
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// The part of the AI controlling the player is outsourcing the player control to real humans that think they are playing a video game.
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// this means the player can use console commands to change the way the game works
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@@ -1135,7 +1135,7 @@ const m = {
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b.pulse(50 * Math.pow(m.holdingTarget.mass, 0.25), m.angle)
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} else { //normal throw
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//bullet-like collisions
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m.holdingTarget.collisionFilter.category = tech.isBlockBullets ? cat.bullet : cat.body;
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m.holdingTarget.collisionFilter.category = cat.bullet
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m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
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//check every second to see if player is away from thrown body, and make solid
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const solid = function(that) {
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@@ -2322,7 +2322,7 @@ const m = {
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// },
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{
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name: "pilot wave",
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description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br><strong class='color-f'>energy</strong> drain scales with <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br><strong class='color-block'>blocks</strong> can <strong>collide</strong> with <strong>intangible</strong> mobs<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong>",
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effect: () => {
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m.fieldPhase = 0;
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m.fieldPosition = {
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@@ -2431,7 +2431,7 @@ const m = {
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for (let i = 0, len = body.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
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const DRAIN = speed * body[i].mass * 0.000013 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
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const DRAIN = speed * body[i].mass * 0.000015 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
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if (m.energy > DRAIN) {
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m.energy -= DRAIN;
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Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
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@@ -2442,7 +2442,7 @@ const m = {
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const unit = Vector.mult(Vector.normalise(sub), body[i].mass * tech.pilotForce * Vector.magnitude(sub))
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body[i].force.x += unit.x
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body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects
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if (tech.isBlockBullets && body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet;
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if (body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet;
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} else {
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m.fieldCDcycle = m.cycle + 120;
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m.fieldOn = false
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97
js/spawn.js
97
js/spawn.js
@@ -84,7 +84,8 @@ const spawn = {
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}
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}
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},
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randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss"]) {
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nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "buffBossCulture"],
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randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "buffBossCulture"]) {
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// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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@@ -706,7 +707,6 @@ const spawn = {
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me.memory = 60;
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me.seeAtDistance2 = 1400000 //1200 vision range
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Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
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me.do = function() {
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this.seePlayerByLookingAt();
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this.attraction();
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@@ -812,7 +812,6 @@ const spawn = {
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seeAtDistance2 = 200000 //1400000;
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me.cellMassMax = 70
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me.stroke = "transparent"
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
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// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
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@@ -828,11 +827,6 @@ const spawn = {
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this.checkStatus();
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this.attraction();
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// if (this.seePlayer.recall && this.mass < this.cellMassMax) { //grow cell radius
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// const scale = 1 + 0.0002 * this.cellMassMax / this.mass;
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// Matter.Body.scale(this, scale, scale);
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// this.radius = Math.sqrt(this.mass * k / Math.PI)
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// }
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if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
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const repelRange = 40
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const attractRange = 240
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@@ -887,6 +881,88 @@ const spawn = {
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}
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},
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buffBossCulture(x, y, radius = 17, nodes = 12 + Math.min(10, simulation.difficulty * 0.27)) {
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const buffID = Math.random()
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const sideLength = 200 + 50 * Math.sqrt(nodes) // distance between each node mob
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const targets = []
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for (let i = 0; i < nodes; ++i) {
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const angle = 2 * Math.PI * Math.random()
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spawn.buffBoss(x + sideLength * Math.cos(angle) * Math.random(), y + sideLength * Math.sin(angle) * Math.random(), radius, buffID);
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// spawn.buffBoss(x + sideLength * nodes * (Math.random() - 0.5), y + sideLength * nodes * (Math.random() - 0.5), radius, buffID);
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targets.push(mob[mob.length - 1].id) //track who is in the group, for shields
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}
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const attachmentStiffness = 0.0001
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spawn.constrain2AdjacentMobs(nodes, attachmentStiffness, false); //loop mobs together
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// if (simulation.difficulty > 15) this.groupShield(targets, x, y, sideLength + radius * 2);
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},
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buffBoss(x, y, radius, buffID) {
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mobs.spawn(x + Math.random(), y + Math.random(), 6, radius, "hsl(144, 15%, 50%)") //);
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.damageReduction = 0.25;
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me.isBuffBoss = true;
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me.buffID = buffID
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me.memory = Infinity;
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// me.showHealthBar = false;
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me.isVerticesChange = true
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seeAtDistance2 = 200000 //1400000;
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me.stroke = "transparent"
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
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me.buffCount = 0
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me.accelMag = 0.0001 //* simulation.accelScale;
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me.setBuffed = function() {
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this.buffCount++
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this.accelMag += 0.00005 //* Math.sqrt(simulation.accelScale)
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// Matter.Body.setDensity(this, 0.001 + 0.0003 * this.buffCount) // normal density is 0.001 //+ 0.0005 * Math.sqrt(simulation.difficulty)
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this.fill = `hsl(144, ${5+10*this.buffCount}%, 50%)`
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const scale = 1.14;
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Matter.Body.scale(this, scale, scale);
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this.radius *= scale;
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// this.health += 0.03
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// if (this.health > 1) this.health = 1
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}
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me.onDeath = function() {
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this.isBuffBoss = false;
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let count = 0 //count other cells by id
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isBuffBoss && mob[i].buffID === this.buffID) {
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count++
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mob[i].setBuffed()
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}
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}
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if (count < 1) { //only drop a power up if this is the last cell
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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} else {
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this.leaveBody = false;
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// this.isDropPowerUp = false; //these guys can still drop power ups since they are hard to kill
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}
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}
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me.do = function() {
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this.alwaysSeePlayer();
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this.checkStatus();
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this.attraction();
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// if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
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// const repelRange = 100 + 4 * this.radius
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// const attractRange = 240
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// for (let i = 0, len = mob.length; i < len; i++) {
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// if (mob[i].isBuffBoss && mob[i].id !== this.id) {
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// const sub = Vector.sub(this.position, mob[i].position)
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// const dist = Vector.magnitude(sub)
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// if (dist < repelRange) {
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// this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
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// } else if (dist > attractRange) {
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// this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.002)
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// }
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// }
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// }
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// }
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}
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},
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powerUpBoss(x, y, vertices = 9, radius = 130) {
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mobs.spawn(x, y, vertices, radius, "transparent");
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let me = mob[mob.length - 1];
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@@ -1585,7 +1661,7 @@ const spawn = {
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},
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historyBoss(x, y, radius = 30) {
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if (tech.dynamoBotCount > 0) {
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spawn.randomLevelBoss(x, y, ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"])
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spawn.randomLevelBoss(x, y, spawn.nonCollideBossList)
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return
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}
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mobs.spawn(x, y, 0, radius, "transparent");
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@@ -2929,7 +3005,7 @@ const spawn = {
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};
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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me.timeLeft = 240;
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me.g = 0.001; //required if using 'gravity'
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me.g = 0.0005; //required if using 'gravity'
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me.frictionAir = 0;
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me.restitution = 0;
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me.leaveBody = false;
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@@ -2939,6 +3015,7 @@ const spawn = {
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me.collisionFilter.category = cat.mobBullet;
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me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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me.do = function() {
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this.gravity();
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this.timeLimit();
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if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) {
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this.isDropPowerUp = false;
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62
js/tech.js
62
js/tech.js
@@ -188,15 +188,14 @@
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if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
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tech.is100Duplicate = false
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const range = 700
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const bossOptions = ["historyBoss", "cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"]
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y, bossOptions);
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spawn.randomLevelBoss(m.pos.x, m.pos.y + range, bossOptions);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y, bossOptions);
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spawn.randomLevelBoss(m.pos.x, m.pos.y - range, bossOptions);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, bossOptions);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, bossOptions);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, bossOptions);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, bossOptions);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x, m.pos.y - range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList);
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}
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},
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tech: [{
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@@ -1524,24 +1523,24 @@
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tech.isMobBlockFling = false
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}
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},
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{
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name: "fermions",
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description: "<strong class='color-block'>blocks</strong> thrown by you or <strong>pilot wave</strong> will<br><strong>collide</strong> with <strong>intangible</strong> mobs, but not you",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
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},
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requires: "mass driver or pilot wave, not tokamak",
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effect() {
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tech.isBlockBullets = true
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},
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remove() {
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tech.isBlockBullets = false
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}
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},
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// {
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// name: "fermions",
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// description: "<strong class='color-block'>blocks</strong> thrown by you or <strong>pilot wave</strong> will<br><strong>collide</strong> with <strong>intangible</strong> mobs, but not you",
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// allowed() {
|
||||
// return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
|
||||
// },
|
||||
// requires: "mass driver or pilot wave, not tokamak",
|
||||
// effect() {
|
||||
// tech.isBlockBullets = true
|
||||
// },
|
||||
// remove() {
|
||||
// tech.isBlockBullets = false
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "inflation",
|
||||
description: "<strong>throwing</strong> a <strong class='color-block'>block</strong> expands it by <strong>300%</strong><br>increase <strong>throw</strong> charge rate by <strong>200%</strong>",
|
||||
@@ -1617,17 +1616,17 @@
|
||||
},
|
||||
{
|
||||
name: "complex spin-statistics",
|
||||
description: `become <strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1</strong> second<br>once every <strong>7</strong> seconds`,
|
||||
description: `become <strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1.5</strong> seconds<br>once every <strong>7</strong> seconds`,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true //tech.collisionImmuneCycles > 30
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.cyclicImmunity += 60;
|
||||
tech.cyclicImmunity += 90;
|
||||
},
|
||||
remove() {
|
||||
tech.cyclicImmunity = 0;
|
||||
@@ -7500,7 +7499,6 @@
|
||||
isCollisionRealitySwitch: null,
|
||||
iceIXOnDeath: null,
|
||||
wimpCount: null,
|
||||
isBlockBullets: null,
|
||||
isAddBlockMass: null,
|
||||
isMACHO: null,
|
||||
isHarmMACHO: null,
|
||||
|
||||
94
todo.txt
94
todo.txt
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user