why balance in custom

This commit is contained in:
lilgreenland
2020-02-06 13:44:53 -08:00
parent b0f5f61e29
commit e39227cc6e

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