difficulty
difficulty rework difficulty adjusted through a power up on the initial level difficulty parameters are more precisely explained JUNK tech: difficulty - spawns a difficulty power up (only works before level 6) bots no longer benefit from increased fireRate shields have a chance spawn on almost all mobs (but not stealth mobs) level exit door animation is 33% faster power ups have fewer sides. It might improve game performance, but I can't tell the difference. 1.15x base wave bullets damage (bots, particles, and phonon) metamaterial absorber 25->30% chance to get power ups from mobs left alive apomixis is now a JUNK tech, and it requires duplication > 99% pilot wave field 2->3 extra choices plasma torch slows mobs more, and don't push mobs back as much fixed bug where plasma torch didn't get tech degenerate matter laserLayerBoss and layerLayer do 33% less damage mines aren't triggered by invulnerable mobs bug fixes
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121
todo.txt
121
todo.txt
@@ -1,35 +1,28 @@
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******************************************************** NEXT PATCH **************************************************
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tech: anyon - 2x energy after duplicating a power up, +6% duplication chance
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tech: Abelian group - 4x damage while invulnerable
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tech: fermion - become invulnerable for 5 seconds after a mob dies
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tech: entropic gravity - crouching pulls MACHO towards the player, and 1.5x to all MACHO effects (damage, damage reduction, AoE damage)
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tech: modified Newtonian dynamics - +20 speed for all Newtonian law tech
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difficulty rework
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difficulty adjusted through a power up on the initial level
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difficulty parameters are more precisely explained
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JUNK tech: difficulty - spawns a difficulty power up (only works before level 6)
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choice, MACHO, invulnerable, speed - have text keyword CSS style
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removed chance to find a random tech in early levels from mobs
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this reduces tech per full game by about 2
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tower level has a few changes
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options exchange only works once per level, but it gives 3x choices after randomizing
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dark star has a 1.2->1.3x MACHO radius
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autocannon fires 1->2 extra super balls, but balls have higher gravity
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grappling hook field starts with 0.6x damage reduction
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super balls + uncertainty principle makes all balls start in the same spot and only separate after teleporting
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ablative drones spawns 50% more drones on collision
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von Neumann probe gives 40% more drones per block mass
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also added text clarification that it uses 5 energy
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tech lens rotates 50% faster
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ghoster mobs are more aggressive once they have lost 20% health
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sneakBoss doesn't start accelerating until it is partly uncloaked, but it spawns sneaker mobs after cloaking
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bots no longer benefit from increased fireRate
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shields have a chance spawn on almost all mobs (but not stealth mobs)
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level exit door animation is 33% faster
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power ups have fewer sides. It might improve game performance, but I can't tell the difference.
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1.15x base wave bullets damage (bots, particles, and phonon)
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metamaterial absorber 25->30% chance to get power ups from mobs left alive
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apomixis is now a JUNK tech, and it requires duplication > 99%
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pilot wave field 2->3 extra choices
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plasma torch slows mobs more, and don't push mobs back as much
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fixed bug where plasma torch didn't get tech degenerate matter
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laserLayerBoss and layerLayer do 33% less damage
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mines aren't triggered by invulnerable mobs
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fixed bug with 2 different boost power up sizes
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paradigm shift doesn't do damage while player is invulnerable
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random internet JUNK images disabled because some of the images are bad
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entanglement bug fix, maybe
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bug fixes
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******************************************************* DESIGN ******************************************************
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priorities
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priorities
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synergies between tech
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difficult to achieve synergies that feel so powerful they are game breaking / changing
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randomized content adds repeatability
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@@ -53,30 +46,70 @@ powerful synergies
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*********************************************************** TODO *****************************************************
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make each difficulty level have specific listed changes
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to motivate people to try that difficulty to see the difference
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make difficulty easier to see
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in pause menu
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before game begins
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automatically increase difficulty when player wins?
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difficulty based changes (maybe in the order)
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more bosses
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more mobs
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mobs attack faster
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mobs move faster
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reduced heals
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reduced damage done
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increased damage taken
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mobs regen health
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-1 choice for tech, field, gun
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no starting power ups (heal, research)
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starting JUNK chance?
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difficulty rework: explicit changes to the game to increase difficulty
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UI -
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add difficulty display to pause menu
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update pause menu text to match opening screen menu
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just make it a square like field or gun on left pause column
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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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add new difficulty to game code
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todo
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check for any undocumented side effects
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heal power ups (small effect)
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(remove, keep, or add to parameters)
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balance testing log:
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difficultyMode=5 died on level 5 with a good drone build, seemed similar balance to old why mode, maybe slightly harder...
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difficultyMode=2 won with a good spore build, seemed similar balance to old normal mode
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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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bullets should trigger shrinking platforms level element?
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level element - player activated elevators
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could be fast and throw player
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could just rise up slow (slow might have a bad jerky animation)
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tech: super balls split after 3 seconds, but they fire with less speed
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buff plasma torch
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buff plasma tech?
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buff plasma field defense?
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buff plasma damage?
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rework energy and health HUD
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make both diegetic?
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should health be red or green?
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white laser
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what to name? not much in wikipedia
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goes through shields?
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damage, energy cost
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3+ closely overlapping beams (but reflecting, not like diffusion)
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tech.laserColor = "#fff"
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tech.laserColorAlpha = "rgba(255, 255, 255, 0.5)"
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bug Newton's 1st law image not showing up on github server
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shows up on n-gon, and landgreen github, but webp file isn't loading onto server?
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try name change,
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wait and see if next patch fixes it
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tech: atomic pile - lose 1 health if you are above the maximum energy
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generate energy for each nearby mob?
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do damage?
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plasma torch tech?
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boss mob - several squares that move like the snake in the game snake/light cycles
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moves towards player (is smell history pathing good enough?)
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doesn't have inertia/force? or it obeys normal physics kinda?
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gets longer when
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you hit it with bullets?
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it gets near a power up?
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it gets near mobs
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Boss mob - takes a snapshot of the positions of all mobs, player, blocks, power ups. Then 3 seconds later it teleports everything back to those spots.
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after snap shot is stored draw outline of body positions for a second to show the change
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immune after snapshot? or immune after teleport?
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@@ -1270,6 +1303,8 @@ possible names for tech
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thermoplastic - the stuff in 3-D printers, use for molecular assembler tech
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ergosphere - region of a spinning black hole that might allow FTL or alternate realities.
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equivalence principle - gravity and acceleration are the same
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Casimir effect - attractive force between two close conductive plates
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difference engine - early calculator/computer
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******************************************************** IMAGES ********************************************************
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