wave beam damage works better vs. high mass mobs
  also more damage and ammo

mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy

mod: Bose Einstein condensate - freeze mobs inside your field
  pilot wave, negative mass field, time dilation field

difficulty - after you clear the finalBoss, difficulty increase per level is now lower
  but, when the finalBoss dies difficulty immediately increases greatly

  difficulty used to work like this:
  (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
  (+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
  (+4 per level) 44,48,52,56 ...

  difficulty works like this now:
  (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
  (+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
  (+3 per level) 43,46,49,52 ...

  difficulty mode scales these numbers
  easy: x1,  normal: x2,  hard: x4,  why: x6

  each time difficulty increases:
    game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
    b.dmgScale *= 0.93; // your damage goes down
    game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
    if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
    if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
    if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
This commit is contained in:
landgreen
2020-12-13 14:41:07 -08:00
parent b6cf21dee9
commit 92c5670369
6 changed files with 435 additions and 229 deletions

View File

@@ -13,15 +13,15 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// game.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(99)
// level.difficultyIncrease(19)
// game.zoomScale = 1000;
// game.setZoom();
// mech.setField("wormhole")
// b.giveGuns("grenades")
// mod.isIncendiary = true
// mod.is3Missiles = true
// mod.giveMod("neutron bomb")
// mod.giveMod("causality bombs")
// mech.setField("plasma torch")
// b.giveGuns("wave beam")
// mod.giveMod("micro-extruder")
// for (let i = 0; i < 15; i++) mod.giveMod("supply chain")
level.intro(); //starting level
// level.testing(); //not in rotation
@@ -155,8 +155,8 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
// spawn.starter(1900, -500, 320)
spawn.exploder(2900, -500)
spawn.starter(1900, -500, 200)
// spawn.exploder(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(1600, -500)
@@ -3805,11 +3805,12 @@ const level = {
},
nextLevel() {
if (level.bossKilled) level.levelsCleared++;
level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
// level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
//difficulty is increased 5 times when finalBoss dies
const len = level.levelsCleared / level.levels.length //add 1 extra difficulty step for each time you have cleared all the levels
for (let i = 0; i < len; i++) level.difficultyIncrease(game.difficultyMode)
level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
//reset lost mod display