4 community levels
new community levels: (you can enable community maps in the settings) rings by thatLittleFrog flappyGon by Digin trial by Cirryn and Tarantula Hawk arena level updated by Whyisthisnotavalable difficulty scaling: 0.84->0.85x player damage per level research spawn per level is no longer in the difficulty settings instead players get 1 research for only the first few levels cell boss has less health at high difficulty converted JUNK tech to additive, instead of the multiplicative makes the first JUNK you take do the same, but if you take too much you can get to 100% right aligned some text in tech descriptions added some circles to the in-game console messages renamed slow light -> delayed-choice - a single 0.4 second delayed 0.7x damage laser beam also now works with reflection plasma torch field gets 1.5x damage by default molecular assembler coupling 0.8->0.6 energy per second nail-bot upgrade 5->4x fire rate foam-bot upgrade 3->2.5x size and fire rate sound-bot upgrade 2.5->2x fire rate, damage, 1->2x wave packet length boom-bot upgrade reduced range, bot acceleration orbital-bot upgrade 1.5->2x radius perimeter defense 0.95->0.96x damage taken per bot network effect 1.05->1.04x damage per bot tech: working mass - cleaned up physics and logic a bit negative feedback scales with health below maxHealth, not health below 100 1.007->1.006x damage per missing health homeostasis scales with missing health, not health below 100 limit of 0.2x at 0 health
This commit is contained in:
68
todo.txt
68
todo.txt
@@ -1,17 +1,37 @@
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******************************************************** NEXT PATCH **************************************************
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tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off
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new community levels: (you can enable community maps in the settings)
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rings by thatLittleFrog
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flappyGon by Digin
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trial by Cirryn and Tarantula Hawk
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arena level updated by Whyisthisnotavalable
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buckling: 100%->50% chance to spawn a power up from any block that kills a mob
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no longer requires the block to be thrown
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mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now
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added a few more blocks to towers level
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deprecated: 1.05->1.07 damage per removed tech
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laserLayerBoss has 33% less health and has fewer lasers at higher difficulties
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difficulty scaling: 0.84->0.85x player damage per level
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research spawn per level is no longer in the difficulty settings
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instead players get 1 research for only the first few levels
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cell boss has less health at high difficulty
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bugfix
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disabled spawnDelay stopping on damage because it had too many negative tech interactions
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metastability + paradigm shift no longer makes all ejected tech explode
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converted JUNK tech to additive, instead of the multiplicative
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makes the first JUNK you take do the same, but if you take too much you can get to 100%
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right aligned some text in tech descriptions
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added some circles to the in-game console messages
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renamed slow light -> delayed-choice - a single 0.4 second delayed 0.7x damage laser beam
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also now works with reflection
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plasma torch field gets 1.5x damage by default
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molecular assembler coupling 0.8->0.6 energy per second
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nail-bot upgrade 5->4x fire rate
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foam-bot upgrade 3->2.5x size and fire rate
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sound-bot upgrade 2.5->2x fire rate, damage, 1->2x wave packet length
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boom-bot upgrade reduced range, bot acceleration
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orbital-bot upgrade 1.5->2x radius
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perimeter defense 0.95->0.96x damage taken per bot
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network effect 1.05->1.04x damage per bot
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tech: working mass - cleaned up physics and logic a bit
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negative feedback scales with health below maxHealth, not health below 100
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1.007->1.006x damage per missing health
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homeostasis scales with missing health, not health below 100
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limit of 0.2x at 0 health
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******************************************************* DESIGN ******************************************************
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@@ -39,6 +59,17 @@ list of powerful synergies
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*********************************************************** TODO *****************************************************
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figure out how to put controls in background on initial level
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mouse smooth makes the text position jitter when it moves sub pixels
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hide the jitter with artificial jitter to make it seem intentional
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make it look like the instructions are on a fuzzy TV screen
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when player presses move buttons highlight the box/letter for those buttons
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a few bosses have too much health
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probably the ones that scale with simulation.difficulty
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Matter.Body.setDensity(me, 0.00012 + 0.00001 * simulation.difficulty) // normal density is 0.001
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make player mass an adjustable var in the skin
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does this mess with jump height or air control?
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increase mass and movement speed at the same time
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@@ -48,27 +79,20 @@ increase mass and movement speed at the same time
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possible player.mass bad interactions
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grapple
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tech: - if health === maxHealth take 0.6x damage
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do 1.5x damage?
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JUNK tech - player takes damage from block collisions
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is this gonna contribute to lag?
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player damage seems low
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player damage taken seems fine, or maybe increase
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difficulty rework: explicit changes to the game to increase difficulty
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UI -
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add a wire attached to difficulty power up
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like the one attached to player, but thinner
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laser: slow light is the least fun laser tech, make it more fun
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tech: anthropic principle - cost 1 research to let you not die once per level
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another tech that allows it to trigger multiple times
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tokamak synergy tech
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tech: stellarator - after firing a block with tokamak, heal (scale heal amount with block mass?)
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tech: inertial confinement - while charging tokamak you can fly, and invulnerable
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but energy drains
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after getting a new tech,gun,field draw that tech where it would be in a pause menu for a second seconds
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this makes it easier for people to see what's going on
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bullets should trigger shrinking platforms level element?
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level element - player activated elevators
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