brain storming
This commit is contained in:
@@ -27,6 +27,8 @@ const b = {
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game.makeTextLog("<strong style='font-size:30px;'>Auto-Loading Heuristics</strong><br> (left click)<p>your <strong>rate of fire</strong> 20% is faster</p>", 1200);
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b.setModDefaults(); //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
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b.modFireRate = 0.8
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//ADD: need to add in something that changes game play
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//take damage if fire is held down too long?
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},
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() => {
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b.mod = 1;
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@@ -34,6 +36,7 @@ const b = {
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b.setModDefaults(); //at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
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//testing at 1.3: grenade(+0.3), missiles, flak, M80
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b.modExplosionRadius = 1.25; //good for guns with explosions:
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//ADD: take no damage from explosions, explosive guns use double ammo, 1.5 radius
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},
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() => {
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b.mod = 2;
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@@ -42,6 +45,8 @@ const b = {
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//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)
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//testing at 1.08: spray(point blank)(+0.25), one shot(+0.16), wave beam(point blank)(+0.14)
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b.modBulletSize = 1.08;
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//ADD: give knock back to all guns, up damage
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},
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() => {
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b.mod = 3;
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@@ -54,12 +59,14 @@ const b = {
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game.makeTextLog("<strong style='font-size:30px;'>Entropy Transfer</strong><br> (left click)<p><strong>heal</strong> proportional to your damage done</p>", 1200);
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b.setModDefaults(); //good with guns that overkill: one shot, grenade
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b.modHealthDrain = 0.015;
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//ADD: health power ups can no longer drop
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},
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() => {
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b.mod = 5;
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game.makeTextLog("<strong style='font-size:30px;'>Desublimated Ammunition</strong><br> (left click)<p>25% chance you will not consume <strong>ammo</strong> when firing</p>", 1200);
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b.setModDefaults(); //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
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b.modNoAmmoChance = 0.25
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//ADD: only works when crouched, higher chance, maybe 50%
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},
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() => {
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b.mod = 6;
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@@ -69,16 +76,11 @@ const b = {
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},
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// () => {
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// b.mod = 7;
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// game.makeTextLog("<strong style='font-size:30px;'>Inertia Accumulator</strong><br> (left click)<p>your crouched shots have a higher <strong>velocity</strong><br>Your crouched shots reduce your health</p>", 1200);
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// b.setModDefaults(); //good with: one shot, rapid fire, spray, needles, super balls
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// },
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// () => {
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// b.mod = 8;
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// game.makeTextLog("<strong style='font-size:30px;'>Two Phase Processing</strong><br> (left click)<p>You can fire your gun while your <strong>field</strong> is active</p>", 1200);
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// b.setModDefaults(); //good with: default field, Time Dilation Field, Negative Mass Field, Phase Decoherence Field
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// },
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// () => {
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// b.mod = 9;
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// b.mod = 8;
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// game.makeTextLog("<strong style='font-size:30px;'>Relativistic Velocity</strong><br> (left click)<p>Your bullets are effected extra by your own velocity</p>", 1200);
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// b.setModDefaults(); //good with: one shot, rapid fire, spray, super balls
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// },
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69
js/index.js
69
js/index.js
@@ -2,10 +2,62 @@
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/* TODO: *******************************************
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*****************************************************
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remove tediousness of puzzle mechanics
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on highrise
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add a block on the platform below the exit on the far right
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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
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on warehouse
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only have one block holding the platform down, and put it near the right side to make it faster to push off
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Find a diegetic way to see player damage (and or field meter too)
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a health meter, like the field meter above player? (doesn't work with the field meter)
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Add field upgrade, and mod to a permanent display
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left side
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separate box below guns
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cap guns to 3
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can up the drop rate on guns, and lower ammo amount or drop rate
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cap mods to 2
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can up the drop rate a bit
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check if there are any double mod compatibility issues
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cap field to 1
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what about no cap to mods?
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more upgrades are OK as long as they change game play
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no flat damage, or defense buffs
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do I want to support a power climb game play
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This makes skipping content a bad idea
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Is that maybe good? No need to nerf content skipping buffs
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content skipping is a cool play style, but not core game play
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field power up effects
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field produces a whirlpool effect of force around player
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field allows player to hold and throw living mobs
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Move mods, to power up object
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mods can be about more than the gun, defensive, traversal mods
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gun mod power ups
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can fire while field is active
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bullet on mob damage effects
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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fire a few smaller bullets
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killing a mob triggers: a spore bullet
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maybe you could replace the power method with a new one to get this to work
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negative mods for balancing
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self damage on fire
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knock back
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lower fire rate
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smaller bullets
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smaller explosions
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shorter lasting bullets
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give mobs more animal-like behaviors
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like rainworld
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give mobs something to do when they don't see player
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@@ -36,23 +88,6 @@ game mechanics
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track foot positions with velocity better as the player walks/crouch/runs
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gun mod power ups
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higher damage when crouched
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can fire while field is active
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bullet on mob damage effects
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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fire a few smaller bullets
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killing a mob triggers: a spore bullet
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maybe you could replace the power method with a new one to get this to work
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negative mods for balancing
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self damage on fire
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knock back
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lower fire rate
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smaller bullets
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smaller explosions
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shorter lasting bullets
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