needles, and diffraction
diffraction grating only gains 1 extra beam, but no longer gets a damage reduction also the beam split is wider than before needle move twice as fast (was 50, now is 100) and they are 50% longer and 25% thinner damage was improved about 20% delay between each needle in a volley is slightly longer
This commit is contained in:
37
todo.txt
37
todo.txt
@@ -1,15 +1,12 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
thrown blocks can damage intangible mobs for a couple seconds after they are thrown
|
||||
they are set to act like bullets for a few seconds after being thrown
|
||||
all blocks do 50% more damage to mobs and 50% longer stun
|
||||
blocks do more damage vs. shielded mobs (damage penalty is 40%, was 66%))
|
||||
mass driver - damage increase set to 200% (up from 100%)
|
||||
negative mass field can lift blocks twice as heavy as before with little movement reduction
|
||||
|
||||
tech: flywheel - when mobs die their body is spun and flung at nearby mobs
|
||||
requires mass driver, no other mob death tech
|
||||
diffraction grating only gains 1 extra beam, but no longer gets a damage reduction
|
||||
also the beam split is wider than before
|
||||
|
||||
needle move twice as fast (was 50, now is 100)
|
||||
and they are 50% longer and 25% thinner
|
||||
damage was improved about 20%
|
||||
delay between each needle in a volley is slightly longer
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
@@ -41,10 +38,9 @@ fix door.isOpen actually meaning isClosed?
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
chance for the block resulting from a slain enemy to be thrown at the nearest mob.
|
||||
tech: flywheel - after a mob dies their body is fired towards a nearby mob
|
||||
requires: block throwing technology?
|
||||
adjust for gravity
|
||||
make some bullets move super fast, but do collisions checks in .do()
|
||||
check for hitting mobs or map with fractional velocity
|
||||
if velocity is above 40ish
|
||||
|
||||
import the procedural level generation from one of the older versions of the game as one single level
|
||||
|
||||
@@ -61,30 +57,15 @@ blocking produces ice-IX
|
||||
standing wave harmonics
|
||||
maybe just a chance to proc for perfect diamagnetism
|
||||
|
||||
laser beam splitter should only increase by 1,2,3,4 not 1,3,5
|
||||
|
||||
tech field: while _____ is active take 100% more harm and do 100% more damage
|
||||
while firing
|
||||
or while plasma field is active
|
||||
|
||||
make a boss that increases tech.deathSpawns while it is alive
|
||||
tech.deathSpawns += 2
|
||||
on death tech.deathSpawns -= 2
|
||||
how to make it clear that the bos is producing the spawns?
|
||||
boss is make of many spawn-like mobs
|
||||
but they need to have a different color from spawns
|
||||
similar to how cellBoss works
|
||||
with stronger flocking/attracting forces
|
||||
|
||||
quantum foam: hold fire to charge up foam, release fire to let go an amount relative to hold long you held fire
|
||||
foam gun fires a bullet that tracks how long mouse is down
|
||||
when mouse is up it streams out a hose of foam based on how long foam was down
|
||||
bullet is small and hidden
|
||||
|
||||
make some bullets move super fast, but do collisions checks in .do()
|
||||
check for hitting mobs or map with fractional velocity
|
||||
if velocity is above 40ish
|
||||
|
||||
flipflop, but toggles after a kill
|
||||
|
||||
new level: procedural generation
|
||||
|
||||
Reference in New Issue
Block a user