why balance in custom
This commit is contained in:
16
js/index.js
16
js/index.js
@@ -2,6 +2,8 @@
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/* TODO: *******************************************
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/* TODO: *******************************************
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*****************************************************
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*****************************************************
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css transition for pause menu
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mod: bullets neutralize forward mob velocity on hit
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mod: bullets neutralize forward mob velocity on hit
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boss: bacteria boss, duplicates when player is in range
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boss: bacteria boss, duplicates when player is in range
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@@ -46,9 +48,6 @@ gun/field: portals
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missiles don't explode reliably enough
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missiles don't explode reliably enough
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they can bounce, which is cool, but they should still explode right after a bounce
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they can bounce, which is cool, but they should still explode right after a bounce
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add mouse constraint in testing mode
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https://github.com/liabru/matter-js/blob/master/examples/events.js
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weekly random challenge where everyone playing each week gets the same random setup.
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weekly random challenge where everyone playing each week gets the same random setup.
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The randomness would be determined by the date so it would sync everyone.
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The randomness would be determined by the date so it would sync everyone.
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power ups still drop, but the drops are determined by a preset list that changes each week.
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power ups still drop, but the drops are determined by a preset list that changes each week.
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@@ -66,9 +65,6 @@ mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
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10% max health
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10% max health
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20% of your current health
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20% of your current health
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mob: has 2 or 3 shields that can regenerate over time
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could be just a boss
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gun: Spirit Bomb (singularity)
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gun: Spirit Bomb (singularity)
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use charge up like rail gun
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use charge up like rail gun
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electricity graphics like plasma torch
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electricity graphics like plasma torch
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@@ -86,12 +82,9 @@ atmosphere levels
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more graphics
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more graphics
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Boss levels
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Boss levels
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boss grows and spilt, if you don't kill it fast
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sensor that locks you in after you enter the boss room
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sensor that locks you in after you enter the boss room
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boss that eats other mobs and gains stats from them
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boss that eats other mobs and gains stats from them
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chance to spawn on any level (past level 5)
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chance to spawn on any level (past level 5)
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boss that knows how to shoot (player) bullets that collide with player
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overwrite custom engine collision bullet mob function.
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add a key that player picks up and needs to set on the exit door to open it
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add a key that player picks up and needs to set on the exit door to open it
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@@ -241,7 +234,7 @@ const build = {
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<option value="0">easy</option>
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<option value="0">easy</option>
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<option value="1" selected>normal</option>
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<option value="1" selected>normal</option>
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<option value="2">hard</option>
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<option value="2">hard</option>
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<option value="6">why...</option>
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<option value="4">why...</option>
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</select>
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</select>
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</div>`
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</div>`
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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@@ -322,7 +315,8 @@ const build = {
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calculateCustomDifficulty() {
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calculateCustomDifficulty() {
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let difficulty = build.list.length * game.difficultyMode
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let difficulty = build.list.length * game.difficultyMode
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if (game.difficultyMode === 0) difficulty = build.list.length * 1 - 6
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if (game.difficultyMode === 0) difficulty = build.list.length * 1 - 6
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document.getElementById("starting-level").innerHTML = `starting level: <strong style="font-size:1.05em;">${difficulty}</strong>`
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if (game.difficultyMode === 4) difficulty = build.list.length * 4 + 8
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document.getElementById("starting-level").innerHTML = `starting difficulty: <strong style="font-size:1.05em;">${difficulty}</strong>`
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},
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},
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startBuildRun() {
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startBuildRun() {
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spawn.setSpawnList();
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spawn.setSpawnList();
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