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