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:
landgreen
2020-06-21 19:14:01 -07:00
parent 6f503ff3c0
commit d1cb3aff15
11 changed files with 359 additions and 185 deletions

View File

@@ -1,25 +1,47 @@
added mods to spawn a gun, a field, and rerolls
added mod that gives max health for leftover power ups
this mod has some interesting interactions with other mods
mod annihilation now uses 20% of base energy and doesn't trigger damage immunity
mod Hawking radiation removed
mod negative temperature: freezed mobs in range of negative mass field, but drain energy
mod: logistics
ammo power ups are added to your current gun
spawn 4 ammo immediately
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
************** TODO - n-gon **************
physics question: why don't the bound states of fields spread out. What is making them bound.
very high speed projectile that checks for collisions in future positions to avoid tunneling
rework reaction inhibitor to spawn mobs with 12% less life, rather then killing them at 12%
mod: all mobs have a shield (or just a higher rate)
all mobs drop an extra ammo power up?
levels: make a function in the main game loop that runs level specific code
reset the level function as each new level loads
mod: foam grenades
or maybe all explosions make foam?
mod: use the stealth flag from the phase decoherence field
maybe trigger it along with the damage immunity CD
mod: efficient shielding (requires standing wave harmonics field)
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
and making it so liquid nitrogen and uranium reactor core have that effect in a radius around the player instead of on contact
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
mod harmonic shield: slow everything in range around shield (temporal shield)
set max speed?
need a mod that effects ice status
mod: ice status effect lasts twice as long
mod: bot very slowly follows you and gives you a bonus when it's in range
it moves through walls
effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player?
pulse and laser can auto aim
can hit multiple targets if they are in range
make a visual indication of max health
mod: give a gun auto aiming
minigun?
ice status effect lasts twice as long
shrink font on small screens (so you can see 5 options on power ups)
graphic idea: bezier curve that moves smoothly from mob to mob
@@ -29,8 +51,6 @@ give rail gun projectile a trail
only draw above speed 5
track previous positions?
shielded mobs don't knock back the same as unshielded mobs
movement fluidity
let legs jump on mobs, but player will still take damage
like: ori and the blind forest, celeste