constraints and gel hair

difficulty
  difficulty level 6 adds flat damage and damage taken
  bonus tech no longer spawns on level 2 and 3 on difficulty level 6
  at the end of subway you get 1 tech, but not on difficulty level 6
  difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
  50% JUNK chance
  4x shielded mob chance
  power ups are sent to next level
  +33% chance for mobs to respawn
  -1 choice
  2x ammo costs
  duplication is set to zero
  50% max energy
  50% max health
  bots follow slow
  full damage taken after boss dies
  0.1x damage after a power up
  mob death heals mobs
  mobs heal for your lost health
  periodically spawn WIMPs

exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
  damage boost has a unique gel/hair aura for each skin
  damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
  but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
  they no longer teleport to the exit, sorry

Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
  not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
  this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
  this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
  preventing an endless toggle

bug fixes
  fleas no longer die early after hitting a high health target only once
  something with super ball density calculations for tech rebound
  grabbing a big block can make grappling hook go flying
    added 3 potential fixes, but the bug is too rare know if it's fixed
This commit is contained in:
landgreen
2024-08-12 16:34:33 -07:00
parent 8dacb023c0
commit 52046ca88b
12 changed files with 1425 additions and 893 deletions

164
todo.txt
View File

@@ -1,55 +1,137 @@
******************************************************** NEXT PATCH **************************************************
JUNK: wikipedia - After you get a new tech you have 7 seconds to study before a quiz, 4 research if you aces the quiz.
this code for this works 80% of the time every time
difficulty
difficulty level 6 adds flat damage and damage taken
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
at the end of subway you get 1 tech, but not on difficulty level 6
difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
duplication is set to zero
50% max energy
50% max health
bots follow slow
full damage taken after boss dies
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
damage boost has a unique gel/hair aura for each skin
damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
they no longer teleport to the exit, sorry
renamed propagator->Verlet integration it's now a skin tech
1.6->3x damage
slightly increased the time skip amount
on some skins the feet will hang lower while player is in the air
on some skins the upper legs are skinnier
mouse over on orbs for tech, field, and gun has a tooltip with text
added keyword CSS style for "bot"
added an aura around powerUpBoss so you can kinda see it inside walls
quenching just gives max health from over healing instead of damaging you first
depolarization does 0.5->0.4x damage when on cooldown
many-worlds spawns a tech and also 3 coupling at the start of each new level
dynamic equilibrium does 1.15x more damage and only stacks to 9->3
orbital bots collide with a 1.2x larger range
Zectron no longer drains energy when balls hit you, but the balls still stop
supply chain just gives a gun and a flat 10 ammo
polyurethane foam will only trigger up to 55 total foam per harpoon
to prevent a huge number of foam bubbles causing lag
no cap for super balls for now
fixed bug with planned obsolescence + instant tech
fixed bug with ice crystal nucleation
applied science gives each gunTech with a short delay
this helps with sorting and maybe other rare bugs
fixed bug with delivery drones and path integration
you can no longer deflect snakeBoss, but it moves a bit slower
Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
preventing an endless toggle
bug fixes
fleas no longer die early after hitting a high health target only once
something with super ball density calculations for tech rebound
grabbing a big block can make grappling hook go flying
added 3 potential fixes, but the bug is too rare know if it's fixed
******************************************************** BUGS ********************************************************
figure out why seeded random isn't making runs the same:
shuffle is being used for a wide variety of things that don't need a seeded random
make two shuffle functions?
check which of these is working
level order
is flipped
constraint order
mob type order
boss order
gun, field, tech options
make field options offered precalculated so it doesn't depend on player choices?
generate all constraints at the start of the game
doesn't seem to be determined by the seed...
display future constraints in pause menu?
at start of level game go stuck in pause state
no crash or bug report
occur level 8
after 2 levels of sending power ups to next level
auto drones grabbed a power up and game froze while in power up mode
running code to exit pause kinda worked
ants marching outline on splash screen doesn't sync right on safari
player can become crouched while not touching the ground if they exit the ground while crouched
*********************************************************** TODO *****************************************************
each difficulty setting adds a chance for a random effect
make some effects only possible on certain levels, or with certain bosses?
not implemented random constraint ideas________________________
if player takes too long on a level
spawn mobs at the end of player's history
give a warning before they spawn
black holes, sneakers, bullets
mob death spawns something
bullets
bosses heals nearby mobs
ammo power ups give 0.7x ammo
2x energy costs
0.5x energy regen from all sources
2x research costs
mobs slowly regen health
exit door takes 10x time to open,
and while door is opening (ghosters, suckers) attack?
can't pause while choosing tech, gun, field similar to eternalism
can't have more then 15 bullets
bots do 0.5x damage
remove 2 random tech and return them next level
too niche
player damage is 0.25x while player is invulnerable
all hazards: lasers and slime do 3x damage
player lasers and radiation do 0.5x damage
explosions do 0.5x damage
freeze effects last 0.25x time
tech: - randomize constraints somehow
in pause interface or power up selection menu?
each time you research the current constraints also randomize?
only allowed if difficulty is high enough
tech: - when you get a bot, get a second bot
tech: - boost power ups also give 0.1x damage taken
tech: - tech have +3 choices to eject your tech
<eject> tech name
no description?
copy negative-player as a boss? or a JUNK tech?
code is in community map (not sure which)
harpoon tech: - after firing 4 harpoons your next harpoon has 4x damage
need to track number fired
JUNK tech - similar to cosmogonic myth, open and close tabs
after you learn a new tech open it's wiki and spawn a few research?
open the wiki for each tech you have,
tabs close after 1 minute, and you have to learn something and answer a prompt to get a reward
tech: - after killing a Boss
heal to full
gain 3x damage for the rest of the level
tech: clicking on this tech in the pause menu will teleport you to the next level
tech: - instead of reeling in grappling hook teleport to the hook after releasing field button
this might need another buff?
@@ -57,6 +139,11 @@ tech: - instead of reeling in grappling hook teleport to the hook after releas
new level - rework testChamber
skin with wheel instead of legs
Boss (or mob) that quickly moves towards player, but they moves perpendicularly to player, like dodging
could respond to when player presses fire key or to when it takes damage
new snakeBoss type that eats mobs
each time it eats:
heal?
@@ -80,13 +167,6 @@ Boss mob - records the position of mobs every few cycles
gives mobs short snake tails, like snakeBoss
brings 1 mob back to life every few seconds
merge multiple power ups of the same type if nearby
5-10 ammo, research, coupling can merge to form a slightly larger power up version
check for merger possibility every 60 seconds?
adjust mass spawns to just spawn larger power ups versions and change?
spawnDelay
tech: atomic pile - lose 1 health if you are above the maximum energy
generate energy for each nearby mob?
do damage?
@@ -160,9 +240,6 @@ after picking up research gain ____
tech: Energy generation increases with you velocity
Newtons' 3rd law?
after clicking on a new tech (or getting it in any way) animate adding the tech to your collection
fade in on right side text list?
tech - getting caught in an explosion gives you _____
damage for 10 seconds?
heals
@@ -1310,6 +1387,9 @@ possible names for tech
Coalescence - things merging together like clouds. maybe mergin power ups?
trihydrogen cation - common molecule in space, dark matter tech?
superradiance - laser tech
cryocoolers - freezing effects
metaphysics - maybe this changes something deep and universal about physics? not sure
cork - used as a heat shield for rockets
******************************************************* DESIGN ******************************************************