combos
mantisBoss flashes for a second before it drops invulnerability
removed parasitism - it's too similar to invulnerability tech
invariant no longer drains energy while wormhole time is paused
added 1 research cost
added secret combo to change molecular assembler mode
bug fixes
issue with constraint: "mob death heals mobs"
mob health was becoming NaN, this was infecting other values like player energy
entering a seed in settings wasn't giving the same results as a randomly generated seeds
also removed some random code that was using seeded shuffle, but didn't need to
converted it to non seeded random shuffle with .sort(() => Math.random() - 0.5);
This commit is contained in:
143
todo.txt
143
todo.txt
@@ -1,98 +1,77 @@
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******************************************************** NEXT PATCH **************************************************
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tech: demineralization - after mobs die gain 0.85x damage taken, effect stacks, but fades 10% every second
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tech: remineralization - after mobs die gain 1.08x damage, effect stacks, but fades 10% every second
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tech: equivalence principle - negative mass field doesn't cost energy
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new JUNK tech: aerodynamics
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interferometer
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slower elevator and lasers
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wider side ledges
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large laser blocking blocks
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flocculation
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fewer mobs
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it's easier to get out of the slime
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pavilion
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move vanish elements
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easier traversal
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secret tunnel
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removed debris, but added power ups and blocks
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corridor
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limited to bosses that don't interact with the movers poorly
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gravitron, substructure, corridor, interferometer
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added more heal and ammo power ups to match other levels
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because some newer levels are zoomed out more
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laser max range is 3000->5000
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nails last 1/3 of a second longer
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bosses spawn an extra ammo power up
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and 2 extra ammo on the hardest 2 difficulties
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slasher mob's laserSwords will now damage a cloaked player
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constraint announcement text looks more like computer code style to match game theme
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foam recoil is back: 1->0.7x horizontal force and 2->4.3x vertical up force
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this makes it less annoying to horizontally and easier to kinda fly/float
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negative mass field damage reduction 0.4->0.5x
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holographic principle no longer slows player movement
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added 2 research cost
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fermion gives 6->5 seconds of invulnerability after mobs die
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stability 0.2->0.1x damage taken at max health
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non-Newtonian armor 0.3->0.4x damage taken after collisions
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Zeno's paradox 0.15->0.2x damage taken
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annihilation energy cost 10->8 to destroy mobs after collisions
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radiative equilibrium damage is 3->4x for 8->4 seconds
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aerostat can be taken 1->3 times
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dynamic equilibrium damage increased by 6->8x damage per last damage taken
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aerostat no longer has 0.9x damage for being on the ground
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launch system 1.2->1.3x ammo for missiles
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research says that repeatedly entering alternate realities builds up some positive effects
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Hilbert space 4x->3x damage
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Ψ(t) collapse 6->4 research on boss death
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transdimensional worms: 50% chance for a second worm per block in wormhole
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wormhole 7->8 energy regen per second
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hidden-variable theory 1.15->1.2 damage after choosing a field tech
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ghoster mobs are less likely to get knocked far away from the player for long periods of time
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mantisBoss flashes for a second before it drops invulnerability
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removed parasitism - it's too similar to invulnerability tech
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invariant no longer drains energy while wormhole time is paused
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added 1 research cost
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added secret combo to change molecular assembler mode
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bug fixes
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dynamic equilibrium was set to 100 times higher frequency then normal
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when constraints hide health bar's it's now hidden in the pause menu
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mobs aiming at cloaked player
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snakeBoss more intelligently chases player for a few seconds
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pulsarBoss aims at player's history 3 seconds in past
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pulsar will not stop firing
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but it will still not fire at cloaked player
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issue with constraint: "mob death heals mobs"
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mob health was becoming NaN, this was infecting other values like player energy
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entering a seed in settings wasn't giving the same results as a randomly generated seeds
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also removed some random code that was using seeded shuffle, but didn't need to
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converted it to non seeded random shuffle with .sort(() => Math.random() - 0.5);
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******************************************************** BUGS ********************************************************
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figure out why seeded random isn't making runs the same:
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shuffle is being used for a wide variety of things that don't need a seeded random
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make two shuffle functions?
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check which of these is working
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level order
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is flipped
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constraint order
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mob type order
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boss order
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gun, field, tech options
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make field options offered precalculated so it doesn't depend on player choices?
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generate all constraints at the start of the game
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doesn't seem to be determined by the seed...
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display future constraints in pause menu?
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player can become crouched while not touching the ground if they exit the ground while crouched
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*********************************************************** TODO *****************************************************
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use ←↑→↓↖↗↘↙ combos to allow fields to have special actions
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!!should this be wasd, arrows, or both?
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how to limit spam?
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on cooldown
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timer or once per level
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energy cost
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research cost
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toggle modes
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combos are listed in white text in field description, and console message when getting field
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shows up on highlight, and mouse over in experiment mode
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field ideas:
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standing wave
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push mobs away are any distance
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pull mobs towards you
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perfect diamagnetism
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negative mass
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molecular assembler - done
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plasma torch
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time dilation
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metamaterial cloaking
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pilot wave
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spawn blocks
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wormhole
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shoot out all the blocks that were sucked in this level (maybe cap at like 10?, cap with energy spent to fire)
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are block sizes stored properly? because they shrink before they get eaten...
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store vertices on the body object if one does already exists
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after eating store the saved vertices
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where to fire blocks from and in what direction?
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target mobs?
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fire from player (and draw a wormhole looking graphic)
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grappling hook
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new level idea: escort mission
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player has to stay near something that moves slowly through the level
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maybe only a zone around the escort is safe
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safe from?
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lasers
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slime
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radiation
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use line of site vision?
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is it going to feel too slow?
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where to put in level order?
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random option instead of reactor?
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normal level?
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4th hard level?
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already too many hard options
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you could put in 2 hard levels in the level list
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make the style look like substructure, that level looks great
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use the motion sense lasers
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tech synergy ideas
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a tech that spawns mobs that the player can use to trigger mob death tech
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wormhole field needs a buff
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it's good on wide open maps, but it needs a defensive effect on more closed maps
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fix?
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increase energy regen?
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new tech?
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a way to make more blocks
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the block can feed into worms/coupling energy
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tech: - remove the research costs of all tech
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there's about 15 tech with a research cost
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