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:
69
todo.txt
69
todo.txt
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user