This commit is contained in:
lilgreenland
2019-10-22 07:07:25 -07:00
2 changed files with 60 additions and 23 deletions

View File

@@ -27,6 +27,8 @@ const b = {
game.makeTextLog("<strong style='font-size:30px;'>Auto-Loading Heuristics</strong><br> (left click)<p>your <strong>rate of fire</strong> 20% is faster</p>", 1200);
b.setModDefaults(); //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
b.modFireRate = 0.8
//ADD: need to add in something that changes game play
//take damage if fire is held down too long?
},
() => {
b.mod = 1;
@@ -34,6 +36,7 @@ const b = {
b.setModDefaults(); //at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
//testing at 1.3: grenade(+0.3), missiles, flak, M80
b.modExplosionRadius = 1.25; //good for guns with explosions:
//ADD: take no damage from explosions, explosive guns use double ammo, 1.5 radius
},
() => {
b.mod = 2;
@@ -42,6 +45,8 @@ const b = {
//testing done at 1.15: one shot(+0.38), rapid fire(+0.25), spray, wave beam(+0.4 adds range and dmg), needles(+0.1)
//testing at 1.08: spray(point blank)(+0.25), one shot(+0.16), wave beam(point blank)(+0.14)
b.modBulletSize = 1.08;
//ADD: give knock back to all guns, up damage
},
() => {
b.mod = 3;
@@ -54,12 +59,14 @@ const b = {
game.makeTextLog("<strong style='font-size:30px;'>Entropy Transfer</strong><br> (left click)<p><strong>heal</strong> proportional to your damage done</p>", 1200);
b.setModDefaults(); //good with guns that overkill: one shot, grenade
b.modHealthDrain = 0.015;
//ADD: health power ups can no longer drop
},
() => {
b.mod = 5;
game.makeTextLog("<strong style='font-size:30px;'>Desublimated Ammunition</strong><br> (left click)<p>25% chance you will not consume <strong>ammo</strong> when firing</p>", 1200);
b.setModDefaults(); //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
b.modNoAmmoChance = 0.25
//ADD: only works when crouched, higher chance, maybe 50%
},
() => {
b.mod = 6;
@@ -69,16 +76,11 @@ const b = {
},
// () => {
// b.mod = 7;
// game.makeTextLog("<strong style='font-size:30px;'>Inertia Accumulator</strong><br> (left click)<p>your crouched shots have a higher <strong>velocity</strong><br>Your crouched shots reduce your health</p>", 1200);
// b.setModDefaults(); //good with: one shot, rapid fire, spray, needles, super balls
// },
// () => {
// b.mod = 8;
// game.makeTextLog("<strong style='font-size:30px;'>Two Phase Processing</strong><br> (left click)<p>You can fire your gun while your <strong>field</strong> is active</p>", 1200);
// b.setModDefaults(); //good with: default field, Time Dilation Field, Negative Mass Field, Phase Decoherence Field
// },
// () => {
// b.mod = 9;
// b.mod = 8;
// game.makeTextLog("<strong style='font-size:30px;'>Relativistic Velocity</strong><br> (left click)<p>Your bullets are effected extra by your own velocity</p>", 1200);
// b.setModDefaults(); //good with: one shot, rapid fire, spray, super balls
// },

View File

@@ -2,10 +2,62 @@
/* TODO: *******************************************
*****************************************************
remove tediousness of puzzle mechanics
on highrise
add a block on the platform below the exit on the far right
in the basement, move the two blocks to the left a bit, so they are closer to the left wall player have to get over
on warehouse
only have one block holding the platform down, and put it near the right side to make it faster to push off
Find a diegetic way to see player damage (and or field meter too)
a health meter, like the field meter above player? (doesn't work with the field meter)
Add field upgrade, and mod to a permanent display
left side
separate box below guns
cap guns to 3
can up the drop rate on guns, and lower ammo amount or drop rate
cap mods to 2
can up the drop rate a bit
check if there are any double mod compatibility issues
cap field to 1
what about no cap to mods?
more upgrades are OK as long as they change game play
no flat damage, or defense buffs
do I want to support a power climb game play
This makes skipping content a bad idea
Is that maybe good? No need to nerf content skipping buffs
content skipping is a cool play style, but not core game play
field power up effects
field produces a whirlpool effect of force around player
field allows player to hold and throw living mobs
Move mods, to power up object
mods can be about more than the gun, defensive, traversal mods
gun mod power ups
can fire while field is active
bullet on mob damage effects
add to the array mob.do new mob behaviors
add a damage over time
add a freeze
fire a few smaller bullets
killing a mob triggers: a spore bullet
maybe you could replace the power method with a new one to get this to work
negative mods for balancing
self damage on fire
knock back
lower fire rate
smaller bullets
smaller explosions
shorter lasting bullets
give mobs more animal-like behaviors
like rainworld
give mobs something to do when they don't see player
@@ -36,23 +88,6 @@ game mechanics
track foot positions with velocity better as the player walks/crouch/runs
gun mod power ups
higher damage when crouched
can fire while field is active
bullet on mob damage effects
add to the array mob.do new mob behaviors
add a damage over time
add a freeze
fire a few smaller bullets
killing a mob triggers: a spore bullet
maybe you could replace the power method with a new one to get this to work
negative mods for balancing
self damage on fire
knock back
lower fire rate
smaller bullets
smaller explosions
shorter lasting bullets