launcher boss

This commit is contained in:
landgreen
2020-05-21 18:21:56 -07:00
parent a0f751bc4f
commit b053269e71
4 changed files with 117 additions and 124 deletions

View File

@@ -1,27 +1,16 @@
mob: launchers now have a new fire mechanic
mob: launcher boss
huge rework of code organization, this might produce some new bugs around mods
************** TODO - n-gon **************
new bug
NaN: player position, velocity, and mouse
level 1 skyscrapers: hard
after blocking with default field, or maybe getting hit, or maybe picking up a reroll (but I have credit for all 3 from quantum immortality)
only mod was quantum immortality
only gun grenades
mob: hoppers
mob: shooters
mob: boss shooter
best guess is something to do with the renamed mods
launchers shouldn't have to face the player
fire after a spin
give bullets velocity from spin
mob boss - launcher
impact shear buff to 3 nails?
make a lower tier of basic mods
lower tier of basic mods
33% chance for basic mod on each selection
make an odds variable that starts at 0% and gains 33% for each normal mod, resets to 0% after get a basic mod
don't track these mods for avoiding no repeats
@@ -40,7 +29,7 @@ make a lower tier of basic mods
spawn 2 heal
spawn 2 reroll //or 1?
improve movement fluidity, through mods, or default improvements
movement fluidity
let legs jump on mobs, but player will still take damage
like: ori and the blind forest, celeste
many of the movement abilities in these games require levels to be built around the ability
@@ -57,6 +46,9 @@ rays can have width, how to use this?
Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
wide lasers?
new type of mob vision that uses ray query with thickness
maybe use for bosses
bug - mines spawn extra mines when fired at thin map wall while jumping
mod - negative mass field move faster
@@ -83,7 +75,8 @@ boss levels - small levels just a boss, and maybe a few mobs
boss level for timeSkipBoss because of game instability for boss on normal levels
this might not fix issues
atmosphere levels: change the pace, give the user a rest between combat
atmosphere levels
change the pace, give the user a rest between combat
low or no combat, but more graphics
explore lore
find power ups in "wrecked" mechs representing previous simulations