neocognitron pulse aim

This commit is contained in:
landgreen
2020-06-25 18:47:21 -07:00
parent ffc5aa3e1e
commit 869102aebb
7 changed files with 143 additions and 109 deletions

View File

@@ -1,27 +1,20 @@
damage immunity after a collisions is reduced from 1/2s to 1/4s
freezing status effects only last 1/4 as long on boss mobs
mod - shotgun 66% increased fire rate and recoil
mod - slowly heal when below 25% health
mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
foam mod, necrophoresis now aims the foam bullets, which makes it more effective at groups
flechettes mod, piercing needles now goes through blocks as well as mobs
mod - spawn 3 ammo, rerolls, or heals after destroying a shield
rerolls drop 60% more often
mines delay a 1/2 second longer before they arm
mod: supply chain - doubles your current ammo, requires mod:logistics
mod: neocognitron - pulse auto aiming
************** TODO - n-gon **************
physics question: why don't the bound states of fields spread out. What is making them bound.
mobs killed by _____ always drops ammo
issues getting the code to work
rework reaction inhibitor to spawn mobs with 12% less life, rather then killing them at 12%
levels: make a function in the main game loop that runs level specific code
reset the level function as each new level loads
phase field still isn't fun
rework renormalization mod as well
does phase field need the stealth flag?
mod: use the stealth flag from the phase decoherence field
maybe trigger it along with the damage immunity CD
levels: make a function in the main game loop that runs level specific code
reset the level function as each new level loads
mod: efficient shielding (requires standing wave harmonics field)
lowers force applied when blocking mobs (instead of flinging them away, you push them like with plasma torch), but uses less energy to block mobs
and making it so liquid nitrogen and uranium reactor core have that effect in a radius around the player instead of on contact