new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors

nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
This commit is contained in:
landgreen
2022-05-25 19:15:34 -07:00
parent 25037cac0d
commit 779500ce21
10 changed files with 450 additions and 386 deletions

128
todo.txt
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@@ -1,16 +1,69 @@
******************************************************** NEXT PATCH **************************************************
ideal gas law - lose all your current foam ammo; foam gun gets 1200% more ammo from ammo power ups
pressure vessel - has 25% more charges produced as you hold
new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors
slashBoss is a bit slower and has a bit longer between slashes
reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number
just a tiny nerf though
bug fixes
nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
******************************************************** TODO ********************************************************
if a mob dies in skiptime it doesn't register?
is this only for the ondeath event?
so far, but needs more tests
is this only for timeskip > 1
yes I think
make MEE work with harm reduction
how to nerf MEE
maybe harm reduction could also reduce energy regen
timeSkipBoss
sends out waves of 60s time skip every 5 seconds?
or 1 cycle skip every other cycle
only active when player is inside range
immune to harm outside range?
simulation.timeSkip(60)
skip every other cycle inside black holes?
maybe run simulation.timeSkip(60) in a map
in labs?
reactor boss
mob fires laser/bullets that timeSkip player
maybe an effect when in range of the historyBoss
JUNK tech simulation.timeSkip(60)
add CPT graphics to simulation.timeSkip(60)
for player
tech requires eternalism - 2x time while choosing, gain more damage
Currently, the mob just deals higher damage on impact, which is annoying although not hard to compete with nor unique
By "redesign" I mean replacing instances of the regular mob, since the same code is used for the tiny red projectiles (I think) just add a new mob and remove the old one from the rotation
The new mob should be as such, a "real" exploding mob:
Deals regular damage on impact, but breaks apart on touch into several red dots (like the ones thrown out by the going through walls boss) and a chance for also throwing a bomb or two (increases with difficulty)
If the mob is close to the player or heading into the player fast it will shatter as well (and the projectiles will inherit its speed)
By a formula such as
ShouldShatter(distToPlayer, speed) = distToPlayer * speed > threshold
Optionally (and a part I can do as I'm good at it and it doesn't revolve around a lot of functional code which you don't like other people doing):
Color changing based on the mob explosion status
Regular state: red
About to explode: animation to dark red
Exploding: several shockwaves from the explosion points and tiny trails given to the shrapnel for a second or two until they deaccelerate
make laser gain damage and energy drain from fire delay tech
wording? put it in the gun description
reactor: add horizontal flip mode
pause time like invariant for other things...
throwing blocks
charging railgun
charging anything?
give retrocausality a short delay before it rewinds, so you can pick up powerups without going back
tech expansion: should also make other fields do things
how to make the description work
change description based on your current field?
@@ -24,9 +77,6 @@ tech expansion: should also make other fields do things
reduces the cloaking vision effect?
needs more benefit?
nonrefundable tech don't display, this is confusing
maybe they can show up but greyed out or something
guntech fire a bullet that fires nail fragments after 1s in the same direction as the original bullet
like overwatch roadhog
@@ -146,72 +196,14 @@ setting to remove UI, except health bar
except active gun? to see ammo
checkbox in pause and in settings
pause time like invariant for other things...
throwing blocks
charging railgun
charging anything?
bug - url sharing still broken sometimes
maybe? timing QTE for charging effects, if you fire right before the charge gets full it's better
+damage for each different bot type you have
disables bot upgrades?
tech: doing damage to mobs refunds up to 50% of damage taken in last 10 seconds
use history[] to manage this?
make a seed/hash system that controls only the tech/guns/fields shown
URL sharing could include a seed
seed controls:
seeded random at start - random level boss, mob types list, level order, horizontal flip
seeded random during run - tech, gun, field choices
not seeded random - mob spawns, mob size, minor level differences, custom level boss choices, ammo rewards, tech effect randomness
better to only seed things at the start of the run so it doesn't mess with power up choices
make option for a daily seed: seed = day+year
give 1 extra tech for doing the daily seeded run
make the option for the daily run, a secret exit in the intro level?
tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map
tech: spontaneous collapse - very low chance of something to occur
JUNK tech
https://bindingofisaacrebirth.fandom.com/wiki/Damocles
bug? cloaking field doesn't show energy over max
run more profiles of n-gon to fix performance issues
reactor
life-like cellular automata boss
https://scratch.mit.edu/projects/77724260/
night/day?
boss on far right produces more "on" cells
tailBoss
story the last 5 seconds of position, draw damage circles over those positions, like a tail
limit mantis boss to only reactor?
laserBoss?
swoopBoss: hides in top center
take a lap around the map that you have to dodge
spawn mobs
fire sniper bullets?
remove center map element?
add some blocks to the reactor level
add ammo?
boss speeds up as time goes on?
slow bullet speed?
foam hits all the bullets and makes this fight easy
give map some background graphics
it's a little short
add alternate boss
add a boss that spawns after the first one dies
balance
boss damage reduction
bullet size
bullet spawn number
bounce speed
add horizontal flip mode
bug: possibly clearing away all bullets causes a problem
bullet.js 255 (.do() is missing)
I died and quantum immortality triggered (I had needles and ice-IX)