pause menu can sort tech by keywords

tech: mechatronics - randomly add +(7 to 13)% damage

a few new images
bug fixes
  cherenkov radiation damage bug fixed it does much more damage and matches the description
This commit is contained in:
landgreen
2023-06-15 10:00:19 -07:00
parent d8e978fbe6
commit da559f44f6
20 changed files with 241 additions and 231 deletions

View File

@@ -1,10 +1,21 @@
******************************************************** NEXT PATCH **************************************************
added a random station in subway
a few bug fixes
pause menu can sort tech by keywords
tech: mechatronics - randomly add +(7 to 13)% damage
a few new images
bug fixes
cherenkov radiation damage bug fixed it does much more damage and matches the description
*********************************************************** TODO *****************************************************
extend sort to experiments
aperture also increases and decreases vision range
I think messing with vision range causes problems with the start of level vision code
mob non-combat behaviors, like Rain World
gathering
blocks
@@ -20,6 +31,8 @@ mob non-combat behaviors, like Rain World
play
fight other mobs
maybe reduce the fps on the line of sight graphics to make it look more like a sensor?
consider increasing the base player horizontal movement
maybe only increase ground movement, air control seems fine
@@ -30,6 +43,7 @@ level: subway - a map that uses the train level element and line of sight graphi
teleport to far away rooms
map elements that alternate between positions
buttons and doors
maybe add mob mobs to each station? this makes it faster to clear the level
boss
spawn at the exit station? or at a random station? or at the station before the exit?
spawn on the station after enough mobs have been killed?
@@ -88,9 +102,6 @@ mobs attack mines
rework quantum eraser
test bremsstrahlung damage
and make sure it actually does more damage with the dot tech
tech circular polarization - wave gun bullets move in a circle
tech: choose next map by name after exiting current map
@@ -163,8 +174,6 @@ tech: after bosses die<br>they spawn a research
tech: +8% damage each time you kill a boss
tech: maybe missiles explode when they hit walls, but explosions only drain energy
tech: sticky grenades
needs another effect to be good enough
stick to mobs?
@@ -268,8 +277,6 @@ mob status effect - emit - mobs fire lasers for a few seconds
Tech: "Solid rocket motor": Missiles would start at 300% speed and 200% missile damage upon explosion, but the speed and damage would decrease to 40% speed and damage as time goes on
tech: every time shotgun fires it's a different shotgun mode: nails, ice, needles, worms, fleas, rivets, ... but you get more ammo
try again - line of sight https://ncase.me/sight-and-light/
for tech power ups no tech options are displayed until you research once
or display only JUNK until you research once
increase the number of options after each research
@@ -281,8 +288,6 @@ tech increase max energy and energy to 5000, but you can no longer regen energy
it would be nice if there was incentive to go slow when choosing tech so n-gon is more relaxing
add some css based visual effects for opening up a tech,gun,field
make freeze and __ not cause death at 50% health, but just 600% extra damage for that bullet
make a new coupling effect for perfect diamagnetism or standing wave
make a faster smaller version of cell boss that also has map collisions
@@ -341,8 +346,6 @@ replace field descriptions with a function call so they can have dynamic text
Boss that shoots out a ring of bullets, then after a few seconds it gravitates the bullets back
JUNK: Placebo: double the power up spawn rate but make half of them do nothing
coupling
put coupling description as 4th line on field description
raw text no function call
@@ -656,10 +659,6 @@ a mine tech that makes mines you can stand on
or 3 seconds after you touch them
benefits from all block tech
setting to remove UI, except health bar
except active gun? to see ammo
checkbox in pause and in settings
go non-collide with mobs when immune to damage?
mobs that are invulnerable from the front
@@ -674,8 +673,6 @@ add anticipation to more mob attacks
can mob bullets damage other mob?
maybe if they switch collisions and classType === "body" or obj.classType === "bullet"
path finding system
figure out how to get friction effects on map/body to apply to player
also horizontal moving platform?
@@ -749,9 +746,6 @@ balance time dilation with bose einstein (you can freeze everything and take no
code is still there, need to balance
balance with energy drain?
overflowing energy does harm?
or just reduces harm reduction?
make a line of constrained mobs move like a snake
apply forces with directions determined by time and position on the snake
@@ -883,18 +877,6 @@ https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
https://www.vsynctester.com/game.html
https://news.ycombinator.com/item?id=26530272
mobile requirements:
detect mobile, flip to landscape
detect no keyboard, no mouse
auto aim?
limit items to ones that don't require aiming?
tap screen regions to move (WASD)
reduce font size
add back in gamepad support?
but does anyone care?
https://github.com/landgreen/landgreen.github.io/search?q=gamepadconnected
tech: time dilation - when you exit time dilation rewind to the state you entered
position, velocity, and health
no energy cost