launcher rework; wave, minigun balance
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29
todo.txt
29
todo.txt
@@ -1,34 +1,6 @@
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mob: launchers now have a new fire mechanic
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mob: launcher boss
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huge rework of code organization, this might produce some new bugs around mods
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************** TODO - n-gon **************
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launchers shouldn't have to face the player
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fire after a spin
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give bullets velocity from spin
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mob boss - launcher
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lower tier of basic mods
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33% chance for basic mod on each selection
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make an odds variable that starts at 0% and gains 33% for each normal mod, resets to 0% after get a basic mod
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don't track these mods for avoiding no repeats
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make ball different color to indicate quality
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basic: grey? smaller size?
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also make gun/field specific mods have a different icon for top tier
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don't include basic mods in custom mod?
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basic mods can show on guns or fields?
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ideas
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+5% damage
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+8% haste
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+5% damage reduction
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+25% max health
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+25% max energy
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spawn 2 ammo //or 3?
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spawn 2 heal
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spawn 2 reroll //or 1?
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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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@@ -41,7 +13,6 @@ movement fluidity
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wall grab?
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maybe remove falling damage and block damage?
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rays can have width, how to use this?
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Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
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wide lasers?
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