WIMPs for wormhole
tech: WIMPs now requires wormhole gives 3-9 research now (was 2-3) tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower bug fixes
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98
todo.txt
98
todo.txt
@@ -1,58 +1,18 @@
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******************************************************** NEXT PATCH ********************************************************
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over all game difficulty scaling occurs faster
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your damage will feel lower, and you will take more harm,
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so you should probably play on a lower difficulty
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tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
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tech: inertial frame is removed
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tech: automatic is now a junk tech
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balance:
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dead reckoning gives 36% damage when at rest (was 30%)
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overcharge gives 10 more energy, but adds 10 junk tech
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1st ionization energy gives 6 energy per heal (was 5)
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dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
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torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
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Ψ(t) collapse spawns 3 more research, so it's at 15
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fragmentation gives 30% more nails for railgun
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ammonium nitrate +25% (was 20%)
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generalist gives 8 guns (was 6)
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arsenal gives 10% per gun (was 14%)
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rivet gun fires 25% faster, rivets are 15% larger
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shotgun slug is 33% bigger
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missile bot fires 10% more often
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tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
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beamSplitter has a 20% lower divergence
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nano manufacturing tech is all buffed 15%
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traversable geodesics gives 2 guns and ammo (was 1)
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mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
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zoospore vector has an 11% chance to spawn (was 9%)
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negentropy spawns a heal for every 33 missing health (was 50 health)
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exciton-lattice gives 60% damage
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thermocouple spawns 1-8 ice-IX (was 1-5)
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WIMPs spawn 2-6 research (was 2-3)
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quantum immortality reduces harm by 33% (was 23%)
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commodities exchange gives 10 power ups (was 8)
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super balls are 17% bigger (this means they do about 25% more damage)
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exothermic process increases damage by (was 45%)
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heat engine increases damage by 50% (was 40%)
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replication gives 10% duplication chance (was 8%)
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stimulated emission gives 22% duplication chance
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futures exchange gives 4.7% duplication chance per cancel (was 4.3%)
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needles are 10% slower and do 15% more damage
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bug fixes:
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reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
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hazards on horizontal flipped levels now correctly do damage
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ship mode aims properly after you die
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although it still doesn't reset
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experiment mode selections are highlighted better
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tech: WIMPs now requires wormhole
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gives 3-9 research now (was 2-3)
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tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower
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bug fixes
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******************************************************** BUGS ********************************************************
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sharing 1 stack of spherical harmonics doesn't activate visually
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https://landgreen.github.io/sidescroller/index.html?&tech0=crystallizer&tech1=thermoelectric%20effect&tech2=thermoelectric%20effect&tech3=spherical%20harmonics&tech4=expansion&tech5=triple%20point&tech6=triple%20point&tech7=flux%20pinning&field=standing%20wave%20harmonics&difficulty=4&level=0&noPower=0
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a couple times people have reported the final boss dropping extra bodies on death
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figure out how to undo ship mode
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@@ -75,8 +35,36 @@ is there a way to check if the player is stuck inside the map or block
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(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
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******************************************************** LEVELS ********************************************************
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labs - procedural generation
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science theme, with a cool technology showcased
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layout:
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6 total rooms
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3x2, 2x3, 4 2, 2 4
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1500px, 3000px per room
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room types
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entrance - no mobs, starting power ups`
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exit - plenty of mobs
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up, down - 2 paired rooms - boost, elevator, portal
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boss - standard random boss spawns
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empty - just a dead end - possible duplication boss spawn location
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button - opens door to exit room
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room ideas -
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gravity room
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portal room
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endlessly falling blocks down a slide, that the player has to climb up
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portal + rotor + falling blocks = perpetual motion
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laser room
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slime radiation room
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******************************************************** TODO ********************************************************
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standing wave harmonics - can block too often on the same mob if you push it into a corner
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add a small cooldown
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return to normal knock back // 4
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let standing wave harmonics get tech decorrelation
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* inductive coupling - sucks without catabolism, too much delayed gratification. should probably be bundled with transceiver chip
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tech: cloaking field - decrease/increase cooldown on sneak attack?
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@@ -160,21 +148,6 @@ tech plasma field - plasma field becomes an aoe damage field with the same radiu
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200% more energy drain, 100% more damage
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draw a square (or two) that rapidly spins
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new level: procedural generation
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several small rooms are linked by portals
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the portals have a randomized pattern
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the rooms can be set out in a grid and linked by physical doors,tunnels,wells
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choose bosses that can move though walls, so it can track you while you portal
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the map shuffles it's pattern when the player get to a button
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shuffle portals or shuffle the physical layout of rooms
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and then have the player go back through to get to the end?
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gravity room
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portal room
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endlessly falling blocks down a slide, that the player has to climb
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portal + rotor + falling blocks = perpetual motion
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laser room
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slime radiation room
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look into improving mouse lag with pointer lock?
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https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
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https://www.vsynctester.com/game.html
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@@ -397,6 +370,7 @@ possible names for tech
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counterfactual - something false
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axion - maybe a 3rd dark matter type tech
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Pigeonhole principle - if there are several things that are matched up
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regression to the mean
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