CPT mods
mod: causality bots - before you rewind, build bots that protect you for for 7 seconds mod grenade: causality bombs - before you rewind, drop some grenades
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63
todo.txt
63
todo.txt
@@ -1,21 +1,19 @@
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*********** NEXT PATCH ***********
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******************************************************** NEXT PATCH ********************************************************
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added more requirements to various mods
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mod: causality bots - before you rewind, build bots that protect you for for 7 seconds
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CPT reversal is more flexible with energy
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1.5-5 seconds of rewind drains 66% - 220% energy
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mod grenade: causality bombs - before you rewind, drop some grenades
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mod: exothermic process - renamed acute stress response
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mod: heat engine - reduce max energy by 50 increase damage by 40%
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mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
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************** BUGS **************
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******************************************************** BUGS ********************************************************
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(fixed) red square mobs no longer die on contact
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might be side effects (we put the player invincibility after mob on damage code)
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mod and mob are too similar
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(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
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(always) is there a way to check if the player is stuck inside the map or block
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trigger a short term non-collide if that occurs
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(4+ reports before potential fix) bug - crouch and worm hole? -> crouch locked in
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players have extra gravity
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might be from the short jump code
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@@ -31,20 +29,39 @@ mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
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(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
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************** TODO **************
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******************************************************** TODO ********************************************************
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mod that gives a bonus for low energy
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damage again or something different
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requires heat engine
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combine fragmentation grenades that that mod that makes railguns fragment into nails into one single mod, and let it apply to shotgun slug
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CPT like mods
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delayed rewind: after taking damage, play for 2 seconds, then rewind to just before you took damage
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and return lost health
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this might need code to run in a field to work
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time dilation field?
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gain a scrap bot after rewinding
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use ammo to rewind instead of energy
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explode the area where you were hit before rewinding
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mod: power up magnetism - power ups drift towards player
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where would this code go?
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super balls start at 3, not 4
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have to balance damage
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RPG might need a buff
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retrocausality bomb should fire 3 grenades at once that spread out a small bit before they explode?
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this means you'd have to make grenades a method.
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make different move methods
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mod: crouch charge jump
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mod: double jump
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mod: when mobs are at full health you do 40% to them
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mechanic: failed technology - add mods to the mod pool with a dumb effect
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don't show up in custom?
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negative effect (one time effects are better to avoid code clutter)
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remove all your energy
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eject all your rerolls (not bad with dup)
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teleport to the start of the level
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remove your bots (requires you to have some bots)
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your bots are changed to random bots
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mod - move super fast, go intangible, drain energy very fast
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this is like a dodge roll
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mod for standing wave?, cloaking?
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spawn a few power ups on the final boss level
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@@ -279,7 +296,7 @@ n-gon outreach ideas
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javascript:(function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//mrdoob.github.io/stats.js/build/stats.min.js';document.head.appendChild(script);})()
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************** LORE **************
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******************************************************** LORE ********************************************************
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lore - a robot (the player) gains self awareness
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each mod/gun/field is a new tech
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