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:
82
todo.txt
82
todo.txt
@@ -1,17 +1,19 @@
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******************************************************** NEXT PATCH ********************************************************
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updated in game console style and all messages to match real game commands
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new names inline with lore, tech-> tech, game -> simulation
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this is probably going to cause many minor bugs, so let me know what you find
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new reroll display in power up selection
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fixed some math on laser tech: diffraction grating and slow light propagation
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they were giving too much damage
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tech: rocket-propelled now works with all grenade tech
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flechettes are slightly improved in: ammo, damage, fire rate
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tech - MIRV can now stack up to 9 bonus missiles
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removed tech - recursive missiles
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tech: cruise missile - 50% larger size, but travels 50% slower
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tech: missileBot - requires gun: missiles
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******************************************************** BUGS ********************************************************
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check for crouch after rewind
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CPT, tesseract
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CPT check for crouch after rewind
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(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
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(always) is there a way to check if the player is stuck inside the map or block
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@@ -33,7 +35,7 @@ check for crouch after rewind
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(once) bug - mine spawned one new mine every second
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after sticking to the top right corner of a wall
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notes: had only gun mine, techmine reclamation, field plasma,
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notes: had only gun mine, tech mine reclamation, field plasma,
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(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
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@@ -46,31 +48,39 @@ rename
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reroll > resample, reset, retry, remeasure
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in game console
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set highlighting rules
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mech, tech, level are all highlighted
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maybe the first term in each variable should get a highlight
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make all commands actually work
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input.key commands don't work
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rewrite to not be a console command?
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add commands
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death, max health, max energy, rewind
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mechanic: use gun swap as an active ability for several tech
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mine tech: laser mines - mines hover in the air
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maybe they can be thrown a short distance, but they have no gravity and high friction, so they hover
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when a mob gets close they spin and fire 3 unaimed lasers from their vertexes
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with tech:sentry the mines spin immediately, and spin 2x times longer?
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mechanic: use gun swap as an active ability
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ideas?
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trigger damage immunity for 3 seconds, but drain energy?
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trigger damage immunity for 3 seconds, but drain ammo
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push away nearby mobs, but drain energy
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produce ammo, but take 1 damage
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tech: time dilation - when you exit time dilation rewind to the state you entered
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position, velocity, and health
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no energy cost
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CPT gun seems a bit weak right now. How to buff the gun?
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technail gun: slow and accurate
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techfoam: fast and inaccurate
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mob ability bombs/bullets that suck in player
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techwhere you can't stop firing, how to code?
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tech where you can't stop firing, how to code?
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tech laser beams push like plasma torch pushes with directional force
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tech: laser beams push like plasma torch pushes with directional force
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mechanic: technological dead end - add tech to the techpool with a dumb effect
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mechanic: technological dead end - add tech to the tech pool with a dumb effect
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don't show up in custom?
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negative effect (one time effects are better to avoid code clutter)
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make the player rainbow colors
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@@ -96,14 +106,14 @@ tech "Circadian Rhythm": Become immune to harm for 1 second every 10 seconds whi
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tech "High Risk": Spawn two bosses per level.
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maybe limit to just the power up boss and spawn it at the exit every time to keep it simple
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also weaken the player
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remove a techup?
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remove a tech?
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lower harm reduction?
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increase game difficulty by one level
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techthat requires integrated armament
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tech that requires integrated armament
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tech- reset level
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you trade a techfor a chance at killing a new level boss and farming more ammo
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you trade a tech for a chance at killing a new level boss and farming more ammo
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resets health, ammo (but not tech, fields, guns, ... ?)
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scramble level order? or same level
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@@ -131,12 +141,12 @@ tech when mobs are at full health you do 40% to them
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tech- move super fast, go intangible, drain energy very fast
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this is like a dodge roll
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techfor standing wave?, cloaking?
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tech for standing wave?, cloaking?
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techpilot wave: mini black hole - pull mobs and blocks in with more force
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tech pilot wave: mini black hole - pull mobs and blocks in with more force
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also from farther away
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also do damage?
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techpilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
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tech pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
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maybe they bounce too?
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maybe they explode?
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@@ -167,18 +177,18 @@ wormhole - make it clear when the wormhole can and can't teleport to a location
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time dilation - slow down the game engine by 1/2, but run an extra player cycle to simulate slow motion
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flavor - your bullets destroy blocks
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this isn't really a bonus, so maybe just add this as flavor to another techfield/gun
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this isn't really a bonus, so maybe just add this as flavor to another tech field/gun
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a chance for destroyed blocks to drop stuff
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power ups
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spores
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techplasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
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tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
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grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
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extra energy is drained when field is longer
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using a reroll gives 3 options for tech, and 3 options for guns/fields/tech
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or 6 options for tech (rewrite techselection to work with 1-6 options)
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the second stack of 3 tech could have repeats, so you don't have to write new techcode
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or 6 options for tech (rewrite tech selection to work with 1-6 options)
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the second stack of 3 tech could have repeats, so you don't have to write new tech code
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adjust css to make 2 columns of 3
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can't use with cardinality
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@@ -192,7 +202,7 @@ new power up - increase damage and fire speed, for 15 seconds
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tech "Solar Power": Energy regeneration is doubled while standing still
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run in the 1 second check
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mechanic - remove a random techas a condition for picking up a really good mod
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mechanic - remove a random tech as a condition for picking up a really good mod
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mechanic - do something for 2 seconds after firing
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if (mech.fireCDcycle + 120)
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@@ -236,7 +246,7 @@ have some mobs spawn in later in the level (in hard and why modes)
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after some mobs are dead
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after the boss is killed
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look for tech that could update description text with count and techis information
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look for tech that could update description text with count and tech is information
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can only use variables that change in effect() and remove()
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this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${techduplicateChance}</em>`
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@@ -244,7 +254,7 @@ mouse event e.which is deprecated
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add some more computer / AI stuff to the level lore text
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mechanic - shrink mech.baseHealth in a techor field
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mechanic - shrink mech.baseHealth in a tech or field
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standing wave harmonics tech- push things away
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push scales with mass up to about 4
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@@ -366,12 +376,15 @@ n-gon outreach ideas
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******************************************************** LORE ********************************************************
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lore - a robot (the player) gains self awareness
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each techgun/field is a new tech
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cool names for tech
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strange loop
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lore - a robot (the player) gains self awareness
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each tech gun/field is a new tech
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all the technology leads to the singularity
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each game run is actually the mech simulating a possible escape
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this is why the graphics are so bad, its just a simulation
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final techis "this is just a simulation"
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final tech is "this is just a simulation"
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you get immortality and Infinity damage
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the next level is the final level
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when you die with Quantum Immortality there is a chance of lore text
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@@ -435,12 +448,13 @@ ending outline
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first time win on east or normal they talk about:
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how many runs the player has done
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they guess why
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player is asked to stand on an in game button to enable the vocoder
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they reveal the player is running simulations, and it isn't real
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they ask the player to communicate
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jump twice if you understand
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they ask the player to enter console commands
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give ammo or tech or something
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They tell the play a console command to permenantly enable custom and testing mode (in local storage)
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They tell the play a console command to permanently enable custom and testing mode (in local storage)
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players can use this command in the future to enable custom and testing without beating the game even if local storage is wiped
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they then tell the player the command to increase the difficulty and the command to restart the game.
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If you win on hard or why:
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