From 4f25f375085f56ea188ff00b2542bc19dc604e79 Mon Sep 17 00:00:00 2001 From: landgreen Date: Tue, 22 Oct 2019 06:54:00 -0700 Subject: [PATCH] brain storming --- js/bullets.js | 14 ++++++----- js/index.js | 69 ++++++++++++++++++++++++++++++++++++++------------- 2 files changed, 60 insertions(+), 23 deletions(-) diff --git a/js/bullets.js b/js/bullets.js index f632d31..269a687 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -27,6 +27,8 @@ const b = { game.makeTextLog("Auto-Loading Heuristics
(left click)

your rate of fire 20% is faster

", 1200); b.setModDefaults(); //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls b.modFireRate = 0.8 + //ADD: need to add in something that changes game play + //take damage if fire is held down too long? }, () => { b.mod = 1; @@ -34,6 +36,7 @@ const b = { b.setModDefaults(); //at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage //testing at 1.3: grenade(+0.3), missiles, flak, M80 b.modExplosionRadius = 1.25; //good for guns with explosions: + //ADD: take no damage from explosions, explosive guns use double ammo, 1.5 radius }, () => { b.mod = 2; @@ -42,6 +45,8 @@ const b = { //testing done at 1.15: one shot(+0.38), rapid fire(+0.25), spray, wave beam(+0.4 adds range and dmg), needles(+0.1) //testing at 1.08: spray(point blank)(+0.25), one shot(+0.16), wave beam(point blank)(+0.14) b.modBulletSize = 1.08; + //ADD: give knock back to all guns, up damage + }, () => { b.mod = 3; @@ -54,12 +59,14 @@ const b = { game.makeTextLog("Entropy Transfer
(left click)

heal proportional to your damage done

", 1200); b.setModDefaults(); //good with guns that overkill: one shot, grenade b.modHealthDrain = 0.015; + //ADD: health power ups can no longer drop }, () => { b.mod = 5; game.makeTextLog("Desublimated Ammunition
(left click)

25% chance you will not consume ammo when firing

", 1200); b.setModDefaults(); //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray b.modNoAmmoChance = 0.25 + //ADD: only works when crouched, higher chance, maybe 50% }, () => { b.mod = 6; @@ -69,16 +76,11 @@ const b = { }, // () => { // b.mod = 7; - // game.makeTextLog("Inertia Accumulator
(left click)

your crouched shots have a higher velocity
Your crouched shots reduce your health

", 1200); - // b.setModDefaults(); //good with: one shot, rapid fire, spray, needles, super balls - // }, - // () => { - // b.mod = 8; // game.makeTextLog("Two Phase Processing
(left click)

You can fire your gun while your field is active

", 1200); // b.setModDefaults(); //good with: default field, Time Dilation Field, Negative Mass Field, Phase Decoherence Field // }, // () => { - // b.mod = 9; + // b.mod = 8; // game.makeTextLog("Relativistic Velocity
(left click)

Your bullets are effected extra by your own velocity

", 1200); // b.setModDefaults(); //good with: one shot, rapid fire, spray, super balls // }, diff --git a/js/index.js b/js/index.js index 1cb02b4..37b509a 100644 --- a/js/index.js +++ b/js/index.js @@ -2,10 +2,62 @@ /* TODO: ******************************************* ***************************************************** +remove tediousness of puzzle mechanics + on highrise + add a block on the platform below the exit on the far right + in the basement, move the two blocks to the left a bit, so they are closer to the left wall player have to get over + on warehouse + only have one block holding the platform down, and put it near the right side to make it faster to push off + +Find a diegetic way to see player damage (and or field meter too) + a health meter, like the field meter above player? (doesn't work with the field meter) + +Add field upgrade, and mod to a permanent display + left side + separate box below guns + + +cap guns to 3 + can up the drop rate on guns, and lower ammo amount or drop rate +cap mods to 2 + can up the drop rate a bit + check if there are any double mod compatibility issues +cap field to 1 + +what about no cap to mods? + more upgrades are OK as long as they change game play + no flat damage, or defense buffs + + do I want to support a power climb game play + + This makes skipping content a bad idea + Is that maybe good? No need to nerf content skipping buffs + content skipping is a cool play style, but not core game play + + field power up effects field produces a whirlpool effect of force around player field allows player to hold and throw living mobs +Move mods, to power up object + mods can be about more than the gun, defensive, traversal mods +gun mod power ups + can fire while field is active + bullet on mob damage effects + add to the array mob.do new mob behaviors + add a damage over time + add a freeze + fire a few smaller bullets + killing a mob triggers: a spore bullet + maybe you could replace the power method with a new one to get this to work +negative mods for balancing + self damage on fire + knock back + lower fire rate + smaller bullets + smaller explosions + shorter lasting bullets + give mobs more animal-like behaviors like rainworld give mobs something to do when they don't see player @@ -36,23 +88,6 @@ game mechanics track foot positions with velocity better as the player walks/crouch/runs -gun mod power ups - higher damage when crouched - can fire while field is active - bullet on mob damage effects - add to the array mob.do new mob behaviors - add a damage over time - add a freeze - fire a few smaller bullets - killing a mob triggers: a spore bullet - maybe you could replace the power method with a new one to get this to work -negative mods for balancing - self damage on fire - knock back - lower fire rate - smaller bullets - smaller explosions - shorter lasting bullets