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