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:
49
todo.txt
49
todo.txt
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user