Bitter electromagnet
harpoon
default fire rate is 10% higher
default harpoon range 15% higher
railgun
tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
area effect damage is increased 20%, scales with bitter electromagnet and total charge
charging longer increases harpoon velocity/damage by up to 30%
contributions to charge time are more uniform between:
crouching, fire rate, Bitter electromagnet, and capacitor bank
auto aims no longer disabled on crouch
emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
cache 16->15x ammo
many-worlds 1->0 research to enter an alternate reality on each new level
finalBoss
health decays a bit faster
spawns 6 mobs at each health threshold
spawns from the different modes are reduced
boss laser damage is 25% reduced
hoppers spawn from the slime tunnel
JUNKtech: random - gives random +damage
bug fixes
This commit is contained in:
125
todo.txt
125
todo.txt
@@ -1,20 +1,93 @@
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******************************************************** NEXT PATCH **************************************************
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harpoon
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default fire rate is 10% higher
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default harpoon range 15% higher
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railgun
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tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
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area effect damage is increased 20%, scales with bitter electromagnet and total charge
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charging longer increases harpoon velocity/damage by up to 30%
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contributions to charge time are more uniform between:
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crouching, fire rate, Bitter electromagnet, and capacitor bank
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auto aims no longer disabled on crouch
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plasma-bot does 15% more damage, but costs 2 research
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fault tolerance 4->5 forever drones, but costs 2 research
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surfactant 2->3 foam bots, but costs 2 research
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missile-bot costs 1 research
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shaped charge 4->3 research cost
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renormalization 40->44% chance to refund research
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exciton 18->16% chance to spawn
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ground state 50->40% reduced energy regen
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Bayesian statistics 3.8->3% damage per research, and spawns 3 research
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emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
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cache 16->15x ammo
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many-worlds 1->0 research to enter an alternate reality on each new level
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JUNK tech: startle response - if mobs are near boost damage, and lock mouse until you press escape
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finalBoss
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health decays a bit faster
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spawns 6 mobs at each health threshold
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spawns from the different modes are reduced
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boss laser damage is 25% reduced
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hoppers spawn from the slime tunnel
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JUNKtech: random - gives random +damage
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bug fixes
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*********************************************************** TODO *****************************************************
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tech: zombie - sporangium infect mobs, making them fight for you
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infected mobs get a status debuff. when they die they return as zombie mob type
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zombie mobs run code similar to drones
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they inherit color, sides, radius from host
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tech: sporangium that grow little trees
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the trees have an area of effect damage for about 6-10 seconds
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maybe something similar to radioactive drones, but maybe a few smaller shapes
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new bot type that makes phonon waves
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name: phono-bot?
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each bot has to generate it themselves, can't run code in gun.do
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synergy with 2 resonance tech
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not isotropic? I think no
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synergy with bound? phase velocity, amplitude, propagation
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harpoon tech that makes auto aim work much better
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tech - super balls gain 20 seconds of time and are reset to original launch speed after hitting a mob
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railgun
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magnetic pinch: harpoon does damage to nearby mobs
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draw charge graphic on harpoon
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use same code as the damage when fire effect
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hookBoss fires a hook that pulls player towards it
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hook does a bit of damage
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player targeted unless cloaking
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also add effect to finalBoss
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finalBoss
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add synergies between modes:
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new modes:
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rotating quadrant immunity shield, can't take damage from that quadrant
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maybe also attack player near that quadrant
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but how to tell the angle of incoming damage
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maybe a physics body like the shield but it only covers 1/3 of mob?
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falling object warps to ceiling after hitting floor
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doesn't end, player needs to kill it
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slowly grows?
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slow effect zones
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random placement or place over player or both!
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draw white dot and an outline of area of effect
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expanding circle stroke, freeze effect triggers when stroke circle hits fill circle
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after 1-2 seconds freeze player if in the zone
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also freeze mobs
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effect that makes player have to be close to boss
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hook that tries to yank the player into hitting finalBoss
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does damage
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pulls player into center
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counter with wormhole, negative mass
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player targeted unless cloaking
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mob status effect - emit - mobs fire lasers for a few seconds
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tech: phosphorescence - mobs emit after being hit with laser beams
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run canvas direct pixel editing while game is paused
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(I tried it an it really hits performance hard)
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just update once every second?
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if it uses too much processing have a setting to toggle it off
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this might help get players to spend more time relaxing on the power up selection
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@@ -41,8 +114,6 @@ it would be nice if there was incentive to go slow when choosing tech so n-gon i
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make freeze and __ not cause death at 50% health, but just 600% extra damage for that bullet
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new mob status effect - phosphorescence - mobs fire lasers for a few seconds after being hit with lasers
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make a new coupling effect for perfect diamagnetism or standing wave
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make a faster smaller version of cell boss that also has map collisions
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@@ -50,32 +121,6 @@ make a faster smaller version of cell boss that also has map collisions
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laserMines need a copy of laser-bot method
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this is a very rare bug, so not a priority
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finalBoss
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add synergies between modes:
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black hole can pull in bullets
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laser can hurt bullets? maybe bad idea
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old mode changes
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mine color needs to be move vibrant
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hoppers can hop out of the slime and the door on the sides
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new modes:
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rotating quadrant immunity shield, can't take damage from that quadrant
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maybe also attack player near that quadrant
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falling object warps to ceiling after hitting floor
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doesn't end, player needs to kill it
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slowly grows?
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slow effect zones
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random placement or place over player or both!
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draw white dot and an outline of area of effect
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expanding circle stroke, freeze effect triggers when stroke circle hits fill circle
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after 1-2 seconds freeze player if in the zone
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also freeze mobs
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effect that makes player have to be close to boss
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hook that tries to yank the player into hitting finalBoss
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does damage
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pulls player into center
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counter with wormhole, negative mass
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player targeted unless cloaking
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JUNK tech description that changes similar to cards in inscription
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that changes based on mouse position
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can you tell if mouse is over card?
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@@ -1059,8 +1104,8 @@ possible names for tech
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lenticular lens: is an array of lenses, designed so that when viewed from slightly different angles, different parts of the image underneath are shown.
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p-zombie
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p-hacking JUNK tech
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https://en.wikipedia.org/wiki/High-entropy_alloys
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https://en.wikipedia.org/wiki/Refractory_metals
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https://en.wikipedia.org/wiki/High-entropy_alloys high yield strength and low ductility, high temp resistance
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https://en.wikipedia.org/wiki/Refractory_metals hard, high temp resistance
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https://en.wikipedia.org/wiki/Upper-atmospheric_lightning#Elves
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prion quine - self replicating protein
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Unitarity - https://en.wikipedia.org/wiki/Unitarity_(physics) - all probabilities add up to 1, calculations work the same forward and backwards in time
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