Halbach array
tech: Halbach array - throwing a block will also throw other nearby blocks tech non-renewables now spawns ammo, but ammo can't be picked up grenade tech that cause multiple explosions have less knock back for mobs constraint: 0->0.5x healing wormhole 7->8% duplication many worlds takes a few frames between each tech given bug fixes harpoon ammo gain on autonomous defense fixed constraints are properly randomized again
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57
todo.txt
57
todo.txt
@@ -1,17 +1,26 @@
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******************************************************** NEXT PATCH **************************************************
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images are back as an option due to public outcry
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tech: Halbach array - throwing a block will also throw other nearby blocks
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tech non-renewables now spawns ammo, but ammo can't be picked up
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grenade tech that cause multiple explosions have less knock back for mobs
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constraint: 0->0.5x healing
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wormhole 7->8% duplication
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many worlds takes a few frames between each tech given
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bug fixes
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getting a power up quickly after warp, difficulty or instructions power ups was making the screen go blank
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heuristics resets on death properly now
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harpoon ammo gain on autonomous defense fixed
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constraints are properly randomized again
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******************************************************** BUGS ********************************************************
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can't consistenly reproduce, but it happened several times this way
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on initial level I press T and took the warp and exited it, then I too a field and the screen went blank
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couple reports of crashes from many-worlds
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around level 5-7
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for me crash on factory level 7
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might be linked to having all the guns?
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the crash was in matter.js something about collisions and undefined
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maybe too many things were spawned in the same spot?
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also occurs when you just gain many random tech in testing mode
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figure out why seeded random isn't making runs the same:
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shuffle is being used for a wide variety of things that don't need a seeded random
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@@ -41,30 +50,14 @@ player can become crouched while not touching the ground if they exit the ground
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*********************************************************** TODO *****************************************************
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make a text orb for JUNK text to make JUNK more clear
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extended vertical flip to edge cases:
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!!stored circular graphics simulation.drawList.push
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add more tips:
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download latest version of n-gon
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https://codeload.github.com/landgreen/n-gon/zip/refs/heads/master
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new level based laser element
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!!update new version into other levels
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level technique: pairs of touch activated elevators jump on one to get high enough to jump on the next one
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new vertical flip level
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long horizontal
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several buttons
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shorten flip time?
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constraints should show future constraints in pause menu
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pre calculate all constraints for up to 13 levels?
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loop constraints after that
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procedural animation
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https://www.youtube.com/watch?v=qlfh_rv6khY
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@@ -93,7 +86,7 @@ tech: - after killing a Boss
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new level - rework testChamber
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Boss (or mob) that quickly moves towards player, but they moves perpendicularly to player, like dodging
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Boss (or mob) that quickly moves towards player, but then moves perpendicularly to player, like dodging
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could respond to when player presses fire key or to when it takes damage
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new snakeBoss type that eats mobs
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@@ -139,12 +132,6 @@ increase mass and movement speed at the same time
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possible player.mass bad interactions
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grapple
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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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rework energy and health HUD
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make both diegetic?
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how? not sure there is a good way to do this...
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@@ -158,12 +145,6 @@ tech - after a power up is duplicated
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gain 1.01x damage permanently
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cool name:
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field tech: negative mass - quickly pull/teleport in all nearby blocks and then fire them away from player
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how does player triggers effect?
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picking up a block pulls in all nearby blocks, throwing block fires all nearby blocks
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taking damage
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auto aim 50% of blocks at mobs
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after picking up heals gain ____
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0.1x damage taken for 12s
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after picking up ammo gain ____
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