super determinism...
damage immunity after a collisions is reduced from 1/2s to 1/4s freezing status effects only last 1/4 as long on boss mobs mod - shotgun 66% increased fire rate and recoil mod - slowly heal when below 25% health mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
This commit is contained in:
54
todo.txt
54
todo.txt
@@ -1,25 +1,47 @@
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added mods to spawn a gun, a field, and rerolls
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added mod that gives max health for leftover power ups
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this mod has some interesting interactions with other mods
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mod annihilation now uses 20% of base energy and doesn't trigger damage immunity
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mod Hawking radiation removed
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mod negative temperature: freezed mobs in range of negative mass field, but drain energy
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mod: logistics
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ammo power ups are added to your current gun
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spawn 4 ammo immediately
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damage immunity after a collisions is reduced from 1/2s to 1/4s
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freezing status effects only last 1/4 as long on boss mobs
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mod - shotgun 66% increased fire rate and recoil
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mod - slowly heal when below 25% health
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mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
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************** TODO - n-gon **************
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physics question: why don't the bound states of fields spread out. What is making them bound.
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very high speed projectile that checks for collisions in future positions to avoid tunneling
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rework reaction inhibitor to spawn mobs with 12% less life, rather then killing them at 12%
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mod: all mobs have a shield (or just a higher rate)
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all mobs drop an extra ammo power up?
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levels: make a function in the main game loop that runs level specific code
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reset the level function as each new level loads
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mod: foam grenades
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or maybe all explosions make foam?
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mod: use the stealth flag from the phase decoherence field
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maybe trigger it along with the damage immunity CD
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mod: efficient shielding (requires standing wave harmonics field)
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lowers force applied when blocking mobs (instead of flinging them away, you push them like with plasma torch), but uses less energy to block mobs
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and making it so liquid nitrogen and uranium reactor core have that effect in a radius around the player instead of on contact
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the idea being that you're sacrificing defense and instead of flinging away mobs when they touch the field, you're letting them stay longer in your field so that they take more damage
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mod harmonic shield: slow everything in range around shield (temporal shield)
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set max speed?
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need a mod that effects ice status
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mod: ice status effect lasts twice as long
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mod: bot very slowly follows you and gives you a bonus when it's in range
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it moves through walls
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effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player?
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pulse and laser can auto aim
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can hit multiple targets if they are in range
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make a visual indication of max health
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mod: give a gun auto aiming
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minigun?
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ice status effect lasts twice as long
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shrink font on small screens (so you can see 5 options on power ups)
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graphic idea: bezier curve that moves smoothly from mob to mob
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@@ -29,8 +51,6 @@ give rail gun projectile a trail
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only draw above speed 5
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track previous positions?
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shielded mobs don't knock back the same as unshielded mobs
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movement fluidity
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let legs jump on mobs, but player will still take damage
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like: ori and the blind forest, celeste
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