testChamber2

new level testChamber2
  New camera flip effect
  new laser level element now has collisions with blocks
  elevators are less deadly to mobs at low speeds

difficulty level progression reworked
no constraints on final boss
new constraint - healing disabled

quenching 0.3->0.4x overheal converted to max health
tungsten carbide 400->500 extra max health
paradigm shift's  health loss is no longer reduced by damage taken reduction
coherence no longer remembers tech that is set to zero frequency, like removed tech

JUNK tech: pet the bot - lets you pet your bots
JUNK tech: the upside down - flip everything

bug
  prevented possible duplicate choices with coherence tech
  fixed issues with showing and hiding health bars on that constraint
  fixed crash from autonomous defense
  mass-energy mode wasn't getting any benefit from damage taken reduction
    it now gets square root of damage taken reduction
This commit is contained in:
landgreen
2024-09-24 19:42:12 -07:00
parent ebd22741d4
commit cea1c64c6e
12 changed files with 1126 additions and 373 deletions

112
todo.txt
View File

@@ -1,24 +1,32 @@
******************************************************** NEXT PATCH **************************************************
subway
2 new subway stations
more visible button graphics on subway
new level testChamber2
New camera flip effect
new laser level element now has collisions with blocks
elevators are less deadly to mobs at low speeds
new constraints
no health bars
no pause while choosing
difficulty level progression reworked
no constraints on final boss
new constraint - healing disabled
tech: coherence - past choices are added to all future tech
requires decoherence
research and cancel buttons have a sticky scroll positioning
eternalism: you can't pause while choosing, but you can otherwise pause now
1.25->1.3 damage
quenching 0.3->0.4x overheal converted to max health
tungsten carbide 400->500 extra max health
paradigm shift's health loss is no longer reduced by damage taken reduction
coherence no longer remembers tech that is set to zero frequency, like removed tech
bugs
MIRV missiles now interact with time dilation properly
JUNK tech: pet the bot - lets you pet your bots
JUNK tech: the upside down - flip everything
bug
prevented possible duplicate choices with coherence tech
fixed issues with showing and hiding health bars on that constraint
fixed crash from autonomous defense
mass-energy mode wasn't getting any benefit from damage taken reduction
it now gets square root of damage taken reduction
******************************************************** BUGS ********************************************************
figure out why seeded random isn't making runs the same:
shuffle is being used for a wide variety of things that don't need a seeded random
make two shuffle functions?
@@ -47,30 +55,36 @@ player can become crouched while not touching the ground if they exit the ground
*********************************************************** TODO *****************************************************
new level based laser element
!!update new version into other levels
level technique: pairs of touch activated elevators jump on one to get high enough to jump on the next one
flip player upside down
fieldTech: negative mass?
JUNK tech?
final boss effect
maybe just flip player camera and mouse
level effect flip map vertically also
new subway station
new full level
needs a device that will flip gravity
update to old level so it is more surreal
levels with few effects, just blocks and map
levels with a roof or infinite fall
towers, lab
constraints should show future constraints in pause menu
pre calculate all constraints for up to 13 levels?
loop constraints after that
procedural animation
https://www.youtube.com/watch?v=qlfh_rv6khY
maybe no constraints on final boss and reactor?
constraints balance
40% JUNK chance
-1 choice
no health bars
4x shielded mob chance
+33% chance for mobs to respawn
2x ammo costs
too hard
0 duplication
power ups in stasis
0.1x damage after a power up
0.5x energy regen
50% max energy
50% max health
bots follow slow
periodically spawn WIMPs
mob death heals mobs
mobs heal for your lost health
not implemented random constraint ideas________________________
mob death spawns something
mob bullets
@@ -83,21 +97,10 @@ not implemented random constraint ideas________________________
can't have more then 15 bullets
how to code?
remove 2 random tech and return them next level
too niche
player damage is 0.25x while player is invulnerable
all hazards: lasers and slime do 3x damage
player lasers and radiation do 0.5x damage
explosions do 0.5x damage
freeze effects last 0.25x time
tech: ice-VII - 1.5x duration for ice-IX
tech: - freezing grenades/explosions
tech: - randomize constraints somehow
in pause interface or power up selection menu?
each time you research the current constraints also randomize?
only allowed if difficulty is high enough
tech: - freezing grenades/explosions
tech: - when you get a bot, get a second bot
@@ -107,8 +110,6 @@ tech: - after killing a Boss
new level - rework testChamber
skin with wheel instead of legs
Boss (or mob) that quickly moves towards player, but they moves perpendicularly to player, like dodging
could respond to when player presses fire key or to when it takes damage
@@ -155,9 +156,6 @@ increase mass and movement speed at the same time
possible player.mass bad interactions
grapple
JUNK tech - player takes damage from block collisions
is this gonna contribute to lag?
bullets should trigger shrinking platforms level element?
level element - player activated elevators
@@ -167,18 +165,6 @@ level element - player activated elevators
rework energy and health HUD
make both diegetic?
how? not sure there is a good way to do this...
should health be red or green?
flip player upside down
how
rotate player in matter.js
make sure floor sensor works
flip player crouch direction
redraw legs, orb
flip gravity
when to use?
fieldTech: negative mass?
effect in level
tech - after a power up is duplicated
update text to random effect after choosing tech, or after each trigger, or on first display of tech