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:
164
todo.txt
164
todo.txt
@@ -1,55 +1,137 @@
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******************************************************** NEXT PATCH **************************************************
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JUNK: wikipedia - After you get a new tech you have 7 seconds to study before a quiz, 4 research if you aces the quiz.
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this code for this works 80% of the time every time
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difficulty
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difficulty level 6 adds flat damage and damage taken
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bonus tech no longer spawns on level 2 and 3 on difficulty level 6
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at the end of subway you get 1 tech, but not on difficulty level 6
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difficulty level 3 and 5 add a random constraint that changes each level
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constraints are effects that only last until the level ends
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50% JUNK chance
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4x shielded mob chance
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power ups are sent to next level
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+33% chance for mobs to respawn
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-1 choice
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2x ammo costs
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duplication is set to zero
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50% max energy
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50% max health
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bots follow slow
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full damage taken after boss dies
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0.1x damage after a power up
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mob death heals mobs
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mobs heal for your lost health
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periodically spawn WIMPs
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exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
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damage boost has a unique gel/hair aura for each skin
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damage boost timer no longer ticks with time dilation field
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JUNK tech: stationary - thrown blocks can't move, but they still have momentum
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added a classic n-gon link for the previous patch in settings
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but images are disabled to save space
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on levels where you can fall endlessly, power ups will also fall endlessly
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they no longer teleport to the exit, sorry
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renamed propagator->Verlet integration it's now a skin tech
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1.6->3x damage
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slightly increased the time skip amount
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on some skins the feet will hang lower while player is in the air
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on some skins the upper legs are skinnier
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mouse over on orbs for tech, field, and gun has a tooltip with text
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added keyword CSS style for "bot"
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added an aura around powerUpBoss so you can kinda see it inside walls
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quenching just gives max health from over healing instead of damaging you first
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depolarization does 0.5->0.4x damage when on cooldown
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many-worlds spawns a tech and also 3 coupling at the start of each new level
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dynamic equilibrium does 1.15x more damage and only stacks to 9->3
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orbital bots collide with a 1.2x larger range
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Zectron no longer drains energy when balls hit you, but the balls still stop
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supply chain just gives a gun and a flat 10 ammo
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polyurethane foam will only trigger up to 55 total foam per harpoon
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to prevent a huge number of foam bubbles causing lag
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no cap for super balls for now
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fixed bug with planned obsolescence + instant tech
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fixed bug with ice crystal nucleation
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applied science gives each gunTech with a short delay
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this helps with sorting and maybe other rare bugs
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fixed bug with delivery drones and path integration
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you can no longer deflect snakeBoss, but it moves a bit slower
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Newton's 1st and 2nd laws are field tech, and they give twice the effect
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abelian group 4->3x damage while invulnerable
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bot fabrication price increases after 5->4 bots
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wikipedia 4->3 research per correct quiz
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upgraded sound bots fire fewer waves but do more damage per wave
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not much changed except improved performance, I think
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incendiary ammunition drones explode when they run out of durability not on the first hit
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this allows better synergy with other drone tech
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grappling hook retract momentum no longer scales with distance
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this should give you more control
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pressing the 3rd button in factory will remove blocks resting on the second block
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preventing an endless toggle
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bug fixes
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fleas no longer die early after hitting a high health target only once
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something with super ball density calculations for tech rebound
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grabbing a big block can make grappling hook go flying
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added 3 potential fixes, but the bug is too rare know if it's fixed
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******************************************************** BUGS ********************************************************
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figure out why seeded random isn't making runs the same:
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shuffle is being used for a wide variety of things that don't need a seeded random
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make two shuffle functions?
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check which of these is working
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level order
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is flipped
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constraint order
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mob type order
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boss order
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gun, field, tech options
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make field options offered precalculated so it doesn't depend on player choices?
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generate all constraints at the start of the game
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doesn't seem to be determined by the seed...
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display future constraints in pause menu?
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at start of level game go stuck in pause state
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no crash or bug report
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occur level 8
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after 2 levels of sending power ups to next level
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auto drones grabbed a power up and game froze while in power up mode
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running code to exit pause kinda worked
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ants marching outline on splash screen doesn't sync right on safari
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player can become crouched while not touching the ground if they exit the ground while crouched
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*********************************************************** TODO *****************************************************
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each difficulty setting adds a chance for a random effect
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make some effects only possible on certain levels, or with certain bosses?
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not implemented random constraint ideas________________________
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if player takes too long on a level
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spawn mobs at the end of player's history
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give a warning before they spawn
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black holes, sneakers, bullets
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mob death spawns something
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bullets
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bosses heals nearby mobs
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ammo power ups give 0.7x ammo
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2x energy costs
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0.5x energy regen from all sources
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2x research costs
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mobs slowly regen health
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exit door takes 10x time to open,
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and while door is opening (ghosters, suckers) attack?
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can't pause while choosing tech, gun, field similar to eternalism
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can't have more then 15 bullets
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bots do 0.5x damage
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remove 2 random tech and return them next level
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too niche
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player damage is 0.25x while player is invulnerable
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all hazards: lasers and slime do 3x damage
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player lasers and radiation do 0.5x damage
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explosions do 0.5x damage
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freeze effects last 0.25x time
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tech: - randomize constraints somehow
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in pause interface or power up selection menu?
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each time you research the current constraints also randomize?
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only allowed if difficulty is high enough
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tech: - when you get a bot, get a second bot
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tech: - boost power ups also give 0.1x damage taken
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tech: - tech have +3 choices to eject your tech
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<eject> tech name
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no description?
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copy negative-player as a boss? or a JUNK tech?
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code is in community map (not sure which)
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harpoon tech: - after firing 4 harpoons your next harpoon has 4x damage
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need to track number fired
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JUNK tech - similar to cosmogonic myth, open and close tabs
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after you learn a new tech open it's wiki and spawn a few research?
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open the wiki for each tech you have,
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tabs close after 1 minute, and you have to learn something and answer a prompt to get a reward
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tech: - after killing a Boss
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heal to full
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gain 3x damage for the rest of the level
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tech: clicking on this tech in the pause menu will teleport you to the next level
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tech: - instead of reeling in grappling hook teleport to the hook after releasing field button
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this might need another buff?
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@@ -57,6 +139,11 @@ tech: - instead of reeling in grappling hook teleport to the hook after releas
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new level - rework testChamber
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skin with wheel instead of legs
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Boss (or mob) that quickly moves towards player, but they moves perpendicularly to player, like dodging
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could respond to when player presses fire key or to when it takes damage
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new snakeBoss type that eats mobs
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each time it eats:
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heal?
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@@ -80,13 +167,6 @@ Boss mob - records the position of mobs every few cycles
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gives mobs short snake tails, like snakeBoss
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brings 1 mob back to life every few seconds
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merge multiple power ups of the same type if nearby
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5-10 ammo, research, coupling can merge to form a slightly larger power up version
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check for merger possibility every 60 seconds?
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adjust mass spawns to just spawn larger power ups versions and change?
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spawnDelay
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tech: atomic pile - lose 1 health if you are above the maximum energy
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generate energy for each nearby mob?
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do damage?
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@@ -160,9 +240,6 @@ after picking up research gain ____
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tech: Energy generation increases with you velocity
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Newtons' 3rd law?
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after clicking on a new tech (or getting it in any way) animate adding the tech to your collection
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fade in on right side text list?
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tech - getting caught in an explosion gives you _____
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damage for 10 seconds?
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heals
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@@ -1310,6 +1387,9 @@ possible names for tech
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Coalescence - things merging together like clouds. maybe mergin power ups?
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trihydrogen cation - common molecule in space, dark matter tech?
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superradiance - laser tech
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cryocoolers - freezing effects
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metaphysics - maybe this changes something deep and universal about physics? not sure
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cork - used as a heat shield for rockets
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******************************************************* DESIGN ******************************************************
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Block a user