laser and pulse combined, heal effect difficulty balance, custom mode bug fix
This commit is contained in:
18
js/index.js
18
js/index.js
@@ -2,15 +2,23 @@
|
||||
/* TODO: *******************************************
|
||||
*****************************************************
|
||||
|
||||
new game loop structure: game loop is an object with named methods
|
||||
when looping each method is called in order like an array
|
||||
allows me to dynamically add and remove functions to the game
|
||||
make draft mode default and add in negative mods
|
||||
|
||||
field: catch mobs in your field and make them into guardian bullets
|
||||
|
||||
negative mod effect ideas
|
||||
-max health
|
||||
-fire rate
|
||||
-slow life decay
|
||||
|
||||
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
|
||||
10% max health
|
||||
20% of your current health
|
||||
|
||||
mod: increase range of shield block
|
||||
Boss mob: triangle that fires three lasers
|
||||
|
||||
mob: has 2 or 3 shields that can regenerate over time
|
||||
could be just a boss
|
||||
|
||||
gun: Spirit Bomb (singularity)
|
||||
use charge up like rail gun
|
||||
@@ -143,7 +151,7 @@ const build = {
|
||||
level.isBuildRun = true;
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].type === "field") {
|
||||
mech.fieldUpgrades[build.list[i].index].effect();
|
||||
mech.setField(build.list[i].index)
|
||||
} else if (build.list[i].type === "gun") {
|
||||
b.giveGuns(build.list[i].index)
|
||||
} else if (build.list[i].type === "mod") {
|
||||
|
||||
Reference in New Issue
Block a user