community level run

new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
  try it out by enabling community levels in the settings

more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"

no power ups check box in experiment mode now disables all types of power ups, not just tech
  simulation.isNoPowerUps
powerUps can no longer move through doors
  this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones

fixed bug with undefined tech not showing up
This commit is contained in:
landgreen
2021-12-24 11:22:02 -08:00
parent bf7a22f243
commit 40ad1ec4c4
9 changed files with 1043 additions and 230 deletions

View File

@@ -1,42 +1,81 @@
******************************************************** NEXT PATCH **************************************************
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"
new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
try it out by enabling community levels in the settings
tech: Bose Einstein condensate is removed until I can balance it
more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"
bug fixes
no power ups check box in experiment mode now disables all types of power ups, not just tech
simulation.isNoPowerUps
powerUps can no longer move through doors
this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones
fixed bug with undefined tech not showing up
******************************************************** TODO ********************************************************
balance time dilation with bose einstein (you can freeze everything and take no damage)
code is still there, need to balance
balance with energy drain?
decoherence rewrite with flags instead of a banish array, to fix bugs
training
make the button more obvious if the account has only played 1-2 times
save training level progress as local variable
reset progress to zero if you clear all training levels
maybe only save progress if you made if past the trainingHeal level
make the training button more obvious if the account has only played 1-2 times
uses the lore voice/text code?
add vertical tunnels for power ups spawns like in intro?
replace all mob clear triggers with button triggers?
tutorial rooms:
done walk forwards and backwards
done crouch through tunnel
done jump over wall and gap
look around with your mouse
done pick up a block an drop onto a button to open door
done fire block at button to open door
done fire block at mob to open door
done use field to deflect bullets
done pick up heal power ups with field to open door
done use a gun to kill a mob and use it's block body to activate a button to open a door
done use field to deflect bullets
use field to pick up a field and research
research once to open door
puzzle rooms
save training level progress as local variable if puzzles are added
gun rooms: (different mobs type in each room)
different mobs in each room
how to introduce shields?
"hopper" "slasher" "shooter "grenadier" "striker" "laser" "stabber" "springer" "pulsar" "launcher" "launcherOne" "exploder" "sneaker" "sucker" "sniper" "spinner" "grower" "beamer" "focuser" "spawner" "ghoster"
done nailgun - start with no ammo collect ammo and shoot at mobs
done shotgun - some simple close range combat
done superball - use 1 ammo to take out several mobs
done matter wave - kill a mob inside a map element
done missiles - take out mobs that are around corner and have them drop on a button
grenades - use 1 ammo to take out several mobs at once
spores - use 1 ammo to take out several mobs at once
drones - use mouse to bring drones around a corner
foam - slow boss mob, and run away
harpoon - kill one close mob, pick up ammo that is out of reach, first at several far away mobs with crouch
mine - built kill zone, get mobs to follow into mine kill zone
laser - reflect off walls to hit mob
field rooms:
standing wave - bullets come from every direction
perfect diamagnetism - drop field to rapid stream of bullets and fire gun at them
negative mass - fly over a bunch of ground based mobs , hoppers
molecular assembler - guide drones around the corner
plasma torch - nothing fancy, just kill mobs
time dilation - get past some mobs
cloaking - sneak past mobs to collect some heals
pilot wave - toss blocks at mobs
worm hole - teleport past lasers
puzzle rooms:
close a door to trigger a button
combat rooms:
kill so many mobs that the mob bodies pile up and you can get over a wall by jumping on them
boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses
use no gun, just bots to kil stuff
JUNK tech disable level exit for 5 minutes
level.disableExit = true
setTimeout( () => {level.disableExit = false;}, 5*60000);
balance time dilation with bose einstein (you can freeze everything and take no damage)
code is still there, need to balance
balance with energy drain?
tech: basic research - heal power ups spawn as research power ups instead, and using research heals you (needs to be pretty low, like 3% health)
tech: maintenance - heals no longer spawn, but using research heals you 100%
@@ -44,6 +83,9 @@ tech reversed regression - mobs take less damage after each time you hit them,
maybe a gun tech only?
what gun?
foam tech - make it move slower, last much longer, and push away other foam bullets
not sure about bouncing off walls, but that might be fun too
tech extend fracture analysis to give bonus damage to frozen also, but reduce the 400%->300%?
pulsar mobs retarget too easily