duplication mods
all bot upgrade mods are improved by about 33% mod superdeterminism - spawns 6 mods (was 3) mod: futures exchange - canceling power ups increases duplication chance by 4% mod: monte carlo experiment - spawn 2 mods, but you have a 50% chance to lose a random mod requires duplication mods, not available in custom mod: exchange symmetry - spawn 1 mod with double your normal duplication chance requires duplication mods, not available in custom
This commit is contained in:
24
todo.txt
24
todo.txt
@@ -1,7 +1,14 @@
|
||||
*********** NEXT PATCH ***********
|
||||
|
||||
4 new mods: perpetual ammo/rerolls/heals - get that power up at the start of each level
|
||||
also perpetual stun: stuns all mobs for 8 seconds at the start
|
||||
all bot upgrade mods are improved by about 33%
|
||||
mod superdeterminism - spawns 6 mods (was 3)
|
||||
|
||||
mod: futures exchange - canceling power ups increases duplication chance by 4%
|
||||
mod: monte carlo experiment - spawn 2 mods, but you have a 50% chance to lose a random mod
|
||||
requires duplication mods, not available in custom
|
||||
mod: exchange symmetry - spawn 1 mod with double your normal duplication chance
|
||||
requires duplication mods, not available in custom
|
||||
|
||||
|
||||
************** BUGS **************
|
||||
|
||||
@@ -23,8 +30,15 @@
|
||||
|
||||
************** TODO **************
|
||||
|
||||
mod: canceling a mod gun or field increases your duplication chance for all power up by 4%
|
||||
|
||||
in custom make a top bar that is fixed
|
||||
use media rules to make the layout look nice
|
||||
|
||||
bot that follows the players history
|
||||
1st bot is at 5s, 2nd is at 4.5s, ...
|
||||
bots don't get too close to player
|
||||
run smoothing on position update, don't update if close to player, based on ordering
|
||||
effect:
|
||||
give player energy overfill
|
||||
damage mobs on contact
|
||||
@@ -36,15 +50,15 @@ mob vision: look at player history
|
||||
if mobs can't see player, they could check to see if they can find player in the past
|
||||
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
|
||||
|
||||
mod negative mass field - mobs caught in the field take damage that increases with the relative velocity between the player and mob
|
||||
|
||||
wormhole - make it clear when the wormhole can and can't teleport to a location before the player clicks
|
||||
|
||||
time dilation - slow down the game engine by 1/2, but run an extra player cycle to simulate slow motion
|
||||
|
||||
flavor - your bullets destroy blocks
|
||||
this isn't really a bonus, so maybe just add this as flavor to another mod/field/gun
|
||||
a chance for destroyed blocks to drop ammo?
|
||||
a chance for destroyed blocks to drop stuff
|
||||
power ups
|
||||
spores
|
||||
|
||||
mod plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
|
||||
grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
|
||||
|
||||
Reference in New Issue
Block a user