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:
landgreen
2022-10-31 19:15:21 -07:00
parent f8188565a0
commit 500bb3f73e
9 changed files with 299 additions and 165 deletions

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