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:
landgreen
2024-06-20 19:13:51 -07:00
parent 1903b9e938
commit 5e12cea685
10 changed files with 2181 additions and 881 deletions

View File

@@ -1,17 +1,37 @@
******************************************************** NEXT PATCH **************************************************
tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off
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
buckling: 100%->50% chance to spawn a power up from any block that kills a mob
no longer requires the block to be thrown
mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now
added a few more blocks to towers level
deprecated: 1.05->1.07 damage per removed tech
laserLayerBoss has 33% less health and has fewer lasers at higher difficulties
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
bugfix
disabled spawnDelay stopping on damage because it had too many negative tech interactions
metastability + paradigm shift no longer makes all ejected tech explode
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
******************************************************* DESIGN ******************************************************
@@ -39,6 +59,17 @@ list of powerful synergies
*********************************************************** TODO *****************************************************
figure out how to put controls in background on initial level
mouse smooth makes the text position jitter when it moves sub pixels
hide the jitter with artificial jitter to make it seem intentional
make it look like the instructions are on a fuzzy TV screen
when player presses move buttons highlight the box/letter for those buttons
a few bosses have too much health
probably the ones that scale with simulation.difficulty
Matter.Body.setDensity(me, 0.00012 + 0.00001 * simulation.difficulty) // normal density is 0.001
make player mass an adjustable var in the skin
does this mess with jump height or air control?
increase mass and movement speed at the same time
@@ -48,27 +79,20 @@ increase mass and movement speed at the same time
possible player.mass bad interactions
grapple
tech: - if health === maxHealth take 0.6x damage
do 1.5x damage?
JUNK tech - player takes damage from block collisions
is this gonna contribute to lag?
player damage seems low
player damage taken seems fine, or maybe increase
difficulty rework: explicit changes to the game to increase difficulty
UI -
add a wire attached to difficulty power up
like the one attached to player, but thinner
laser: slow light is the least fun laser tech, make it more fun
tech: anthropic principle - cost 1 research to let you not die once per level
another tech that allows it to trigger multiple times
tokamak synergy tech
tech: stellarator - after firing a block with tokamak, heal (scale heal amount with block mass?)
tech: inertial confinement - while charging tokamak you can fly, and invulnerable
but energy drains
after getting a new tech,gun,field draw that tech where it would be in a pause menu for a second seconds
this makes it easier for people to see what's going on
bullets should trigger shrinking platforms level element?
level element - player activated elevators