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
This commit is contained in:
landgreen
2024-06-02 21:43:42 -07:00
parent 507b0605d6
commit 63bfaba4a1
12 changed files with 1082 additions and 734 deletions

121
todo.txt
View File

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