more training levels

more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"

tech: Bose Einstein condensate is removed until I can balance it

bug fixes
This commit is contained in:
landgreen
2021-12-22 08:59:10 -08:00
parent 9dc5c8d456
commit bf7a22f243
9 changed files with 620 additions and 243 deletions

View File

@@ -1,50 +1,41 @@
******************************************************** NEXT PATCH **************************************************
first 4 levels of the training maps are live
this is very much a work in progress, but I'm putting it up for feedback
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"
stunned and frozen mobs do no harm by default
removed tech: osmoprotectant - stunned and frozen mobs do no harm
tech: Bose Einstein condensate is removed until I can balance it
tech: annelids - randomly increase worm size and damage up to 100%
weak anthropic principle gives 45->50% duplication chance after almost dieing
complex spin-statistics immune to harm for 1.5->1.8 s every 7 s
exciton gives 60->66% damage
electronegativity gives 1% dmg for every 11->10 stored energy
arsenal gives 14->12% more damage per gun
pair production is now also a standing wave field tech
mass-energy takes 10% less damage
JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive
undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players
bug fixes
******************************************************** TODO ********************************************************
door.openClose(); is flipped T/F
balance time dilation with bose einstein (you can freeze everything and take no damage)
code is still there, need to balance
balance with energy drain?
training
button takes you to a series of levels that teach simple game mechanics
make the button more obvious if the account has only played 1-2 times
at high levels has some puzzle aspects?
make the button more obvious if the account has only played 1-2 times
uses the lore voice/text code?
save training level progress as local variable
rooms:
jump over wall and gap
crouch through tunnel
push block onto button to open door
pick up a block an drop onto a button to open door
fire block at button to open door
fire block at mob to open door
pick up power ups with field to open door
use gun to kill a mob and use it's block body to activate a button to open a door
use field to deflect a mob that is stationary, but blocking a passage
set health to very low
final room, takes you back to the menu, like when winning the game
puzzle or combat rooms?
add vertical tunnels for power ups spawns like in intro?
tutorial rooms:
done walk forwards and backwards
done crouch through tunnel
done jump over wall and gap
done pick up a block an drop onto a button to open door
done fire block at button to open door
done fire block at mob to open door
done pick up heal power ups with field to open door
done use a gun to kill a mob and use it's block body to activate a button to open a door
done use field to deflect bullets
use field to pick up a field and research
research once to open door
puzzle rooms
save training level progress as local variable if puzzles are added
combat rooms:
boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses
JUNK tech disable level exit for 5 minutes
level.disableExit = true
setTimeout( () => {level.disableExit = false;}, 5*60000);
tech: basic research - heal power ups spawn as research power ups instead, and using research heals you (needs to be pretty low, like 3% health)
tech: maintenance - heals no longer spawn, but using research heals you 100%
@@ -67,6 +58,7 @@ electric motors: increases movement speed and jump height, but jumping and movin
JUNK tech?
mob that fires bullets in 4,5,6,7 different directions at once, no aiming
grow a bit before it fires to indicate state
bug once: switching from shotgun to harpoon somehow set b.activeGun to not defined
https://discord.com/channels/645222059647172618/646505973610971165/919116288008290324
@@ -103,13 +95,6 @@ mob/boss that fires a laser at player, but give player time to avoid
they target where player was 1 second ago
they turn to face player?
dart: a new bullet type for string-less harpoons
can turn harder
dart, draw quick line to indicate targeting
can get new targets?
tech: dart - alt fire several small harpoons, with guidance
requires not railgun
tech: open a new tab for n-gon, spawn things in the original game based on events in new game
if you die in new die in original?
new is n-gon classic?
@@ -361,7 +346,7 @@ blue triangle boss can move backwards and aim away from you if set up properly
mouse event e.which is deprecated
fix door.isOpen actually meaning isClosed?
fix door.isClosing actually meaning isClosed?
make it so that when you are immune to harm you can either jump on mobs or you pass through them