launcher rework; wave, minigun balance

This commit is contained in:
landgreen
2020-05-23 11:17:27 -07:00
parent b053269e71
commit e265b0aade
8 changed files with 270 additions and 302 deletions

View File

@@ -1,34 +1,6 @@
mob: launchers now have a new fire mechanic
mob: launcher boss
huge rework of code organization, this might produce some new bugs around mods
************** TODO - n-gon **************
launchers shouldn't have to face the player
fire after a spin
give bullets velocity from spin
mob boss - launcher
lower tier of basic mods
33% chance for basic mod on each selection
make an odds variable that starts at 0% and gains 33% for each normal mod, resets to 0% after get a basic mod
don't track these mods for avoiding no repeats
make ball different color to indicate quality
basic: grey? smaller size?
also make gun/field specific mods have a different icon for top tier
don't include basic mods in custom mod?
basic mods can show on guns or fields?
ideas
+5% damage
+8% haste
+5% damage reduction
+25% max health
+25% max energy
spawn 2 ammo //or 3?
spawn 2 heal
spawn 2 reroll //or 1?
movement fluidity
let legs jump on mobs, but player will still take damage
like: ori and the blind forest, celeste
@@ -41,7 +13,6 @@ movement fluidity
wall grab?
maybe remove falling damage and block damage?
rays can have width, how to use this?
Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
wide lasers?