quantum foam

all mobs that move through walls and blocks now have a transparent fill
player and power ups float in hazards

tech: apomixis - after reaching 100% duplication spawn 4 level bosses
tech: quantum foam - +153% foam damage, fire 0.35s into the future
bullets are bigger, and  easier to see
This commit is contained in:
landgreen
2021-02-12 06:02:34 -08:00
parent 045039171e
commit 5aa7233bc8
9 changed files with 254 additions and 103 deletions

View File

@@ -1,10 +1,11 @@
******************************************************** NEXT PATCH ********************************************************
several new junk tech
unified field theory: now cycles fields after you click the field box when paused
all mobs that move through walls and blocks now have a transparent fill
player and power ups float in hazards
tech: restitution - mobs killed by blocks spawn power ups
tech: inelastic collision - 60% harm reduction when holding a block
tech: apomixis - after reaching 100% duplication spawn 4 level bosses
tech: quantum foam - +153% foam damage, fire 0.35s into the future
bullets are bigger, and easier to see
******************************************************** BUGS ********************************************************
@@ -33,38 +34,26 @@ use the floor of portal sensor on the player? to unstuck player
(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
******************************************************** TODO ********************************************************
holding a block gives some defense
can still block?
just make the block more transparent so it's clear you can't block
increase bullet size, but don't increase bullet damage
When you beat the boss without lore the output thing should read simulation complete, processing results, terminating simulation
shutdown progress: 0%
And count up by ten to 100% before you die, so that players know they won and don't think theyre stuck or something, and so its not surprising when you die
final boss: hide boss after spawning mobs
reduce health by 1/3?
Additionally, a stats screen would be nice. Like when you die, and it fades to white, output reads simulation result: failure (or success if you beat the boss)
Then reads some stats like kills, tech picked up, research picked up, damage dealt/taken, etc
tech: after using anthropic principle do 100% more damage for the rest of the level
mechanic: immune to next collision
track number of possible collisions, if number is > 0 immune and --
graphical indication? (recolor health bar while immune)
tech: after taking damage go immune to next collision
tech: at the start of each level go immune to 1 collision
copy time-like foam to other guns?
wave gun
shotgun
nail gun
tech fire gun in the future
laser doesn't work because of draw, needs to be a bullet
foam? shotgun?
const where = {
x: m.pos.x + 20 * Math.cos(m.angle),
y: m.pos.y + 20 * Math.sin(m.angle)
}
setTimeout(() => {
}, 1000);
tech: when you switch guns switch a random bot to a different bot. If the bot you had was upgraded the new one will be too.
or switch all bots
tech: buff block throwing
require +100% damage for blocks
works with pilot wave?
tech: when you switch guns switch all bots to a different bot
lore: a tutorial / lore intro
needs to be optional so it doesn't slow experienced players