missile rework

fixed some math on laser tech: diffraction grating and slow light propagation
  they were giving too much damage

flechettes are slightly improved in: ammo, damage, fire rate

tech - MIRV can now stack up to 9 bonus missiles
removed tech - recursive missiles
tech: cruise missile - 50% larger size, but travels 50% slower
tech: missileBot - requires gun: missiles
This commit is contained in:
landgreen
2020-12-29 18:56:16 -08:00
parent 0d70e3918d
commit 9f019b9988
10 changed files with 334 additions and 217 deletions

View File

@@ -1,17 +1,19 @@
******************************************************** NEXT PATCH ********************************************************
updated in game console style and all messages to match real game commands
new names inline with lore, tech-> tech, game -> simulation
this is probably going to cause many minor bugs, so let me know what you find
new reroll display in power up selection
fixed some math on laser tech: diffraction grating and slow light propagation
they were giving too much damage
tech: rocket-propelled now works with all grenade tech
flechettes are slightly improved in: ammo, damage, fire rate
tech - MIRV can now stack up to 9 bonus missiles
removed tech - recursive missiles
tech: cruise missile - 50% larger size, but travels 50% slower
tech: missileBot - requires gun: missiles
******************************************************** BUGS ********************************************************
check for crouch after rewind
CPT, tesseract
CPT check for crouch after rewind
(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
(always) is there a way to check if the player is stuck inside the map or block
@@ -33,7 +35,7 @@ check for crouch after rewind
(once) bug - mine spawned one new mine every second
after sticking to the top right corner of a wall
notes: had only gun mine, techmine reclamation, field plasma,
notes: had only gun mine, tech mine reclamation, field plasma,
(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
@@ -46,31 +48,39 @@ rename
reroll > resample, reset, retry, remeasure
in game console
set highlighting rules
mech, tech, level are all highlighted
maybe the first term in each variable should get a highlight
make all commands actually work
input.key commands don't work
rewrite to not be a console command?
add commands
death, max health, max energy, rewind
mechanic: use gun swap as an active ability for several tech
mine tech: laser mines - mines hover in the air
maybe they can be thrown a short distance, but they have no gravity and high friction, so they hover
when a mob gets close they spin and fire 3 unaimed lasers from their vertexes
with tech:sentry the mines spin immediately, and spin 2x times longer?
mechanic: use gun swap as an active ability
ideas?
trigger damage immunity for 3 seconds, but drain energy?
trigger damage immunity for 3 seconds, but drain ammo
push away nearby mobs, but drain energy
produce ammo, but take 1 damage
tech: time dilation - when you exit time dilation rewind to the state you entered
position, velocity, and health
no energy cost
CPT gun seems a bit weak right now. How to buff the gun?
technail gun: slow and accurate
techfoam: fast and inaccurate
mob ability bombs/bullets that suck in player
techwhere you can't stop firing, how to code?
tech where you can't stop firing, how to code?
tech laser beams push like plasma torch pushes with directional force
tech: laser beams push like plasma torch pushes with directional force
mechanic: technological dead end - add tech to the techpool with a dumb effect
mechanic: technological dead end - add tech to the tech pool with a dumb effect
don't show up in custom?
negative effect (one time effects are better to avoid code clutter)
make the player rainbow colors
@@ -96,14 +106,14 @@ tech "Circadian Rhythm": Become immune to harm for 1 second every 10 seconds whi
tech "High Risk": Spawn two bosses per level.
maybe limit to just the power up boss and spawn it at the exit every time to keep it simple
also weaken the player
remove a techup?
remove a tech?
lower harm reduction?
increase game difficulty by one level
techthat requires integrated armament
tech that requires integrated armament
tech- reset level
you trade a techfor a chance at killing a new level boss and farming more ammo
you trade a tech for a chance at killing a new level boss and farming more ammo
resets health, ammo (but not tech, fields, guns, ... ?)
scramble level order? or same level
@@ -131,12 +141,12 @@ tech when mobs are at full health you do 40% to them
tech- move super fast, go intangible, drain energy very fast
this is like a dodge roll
techfor standing wave?, cloaking?
tech for standing wave?, cloaking?
techpilot wave: mini black hole - pull mobs and blocks in with more force
tech pilot wave: mini black hole - pull mobs and blocks in with more force
also from farther away
also do damage?
techpilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
tech pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
maybe they bounce too?
maybe they explode?
@@ -167,18 +177,18 @@ wormhole - make it clear when the wormhole can and can't teleport to a location
time dilation - slow down the game engine by 1/2, but run an extra player cycle to simulate slow motion
flavor - your bullets destroy blocks
this isn't really a bonus, so maybe just add this as flavor to another techfield/gun
this isn't really a bonus, so maybe just add this as flavor to another tech field/gun
a chance for destroyed blocks to drop stuff
power ups
spores
techplasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
extra energy is drained when field is longer
using a reroll gives 3 options for tech, and 3 options for guns/fields/tech
or 6 options for tech (rewrite techselection to work with 1-6 options)
the second stack of 3 tech could have repeats, so you don't have to write new techcode
or 6 options for tech (rewrite tech selection to work with 1-6 options)
the second stack of 3 tech could have repeats, so you don't have to write new tech code
adjust css to make 2 columns of 3
can't use with cardinality
@@ -192,7 +202,7 @@ new power up - increase damage and fire speed, for 15 seconds
tech "Solar Power": Energy regeneration is doubled while standing still
run in the 1 second check
mechanic - remove a random techas a condition for picking up a really good mod
mechanic - remove a random tech as a condition for picking up a really good mod
mechanic - do something for 2 seconds after firing
if (mech.fireCDcycle + 120)
@@ -236,7 +246,7 @@ have some mobs spawn in later in the level (in hard and why modes)
after some mobs are dead
after the boss is killed
look for tech that could update description text with count and techis information
look for tech that could update description text with count and tech is information
can only use variables that change in effect() and remove()
this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${techduplicateChance}</em>`
@@ -244,7 +254,7 @@ mouse event e.which is deprecated
add some more computer / AI stuff to the level lore text
mechanic - shrink mech.baseHealth in a techor field
mechanic - shrink mech.baseHealth in a tech or field
standing wave harmonics tech- push things away
push scales with mass up to about 4
@@ -366,12 +376,15 @@ n-gon outreach ideas
******************************************************** LORE ********************************************************
lore - a robot (the player) gains self awareness
each techgun/field is a new tech
cool names for tech
strange loop
lore - a robot (the player) gains self awareness
each tech gun/field is a new tech
all the technology leads to the singularity
each game run is actually the mech simulating a possible escape
this is why the graphics are so bad, its just a simulation
final techis "this is just a simulation"
final tech is "this is just a simulation"
you get immortality and Infinity damage
the next level is the final level
when you die with Quantum Immortality there is a chance of lore text
@@ -435,12 +448,13 @@ ending outline
first time win on east or normal they talk about:
how many runs the player has done
they guess why
player is asked to stand on an in game button to enable the vocoder
they reveal the player is running simulations, and it isn't real
they ask the player to communicate
jump twice if you understand
they ask the player to enter console commands
give ammo or tech or something
They tell the play a console command to permenantly enable custom and testing mode (in local storage)
They tell the play a console command to permanently enable custom and testing mode (in local storage)
players can use this command in the future to enable custom and testing without beating the game even if local storage is wiped
they then tell the player the command to increase the difficulty and the command to restart the game.
If you win on hard or why: