jump off mobs

you can now jump off mobs while invulnerable
  includes time dilated
pause display text updated with details menus
difficulty parameters
  0.82->0.84x damage done per level
  1.25->1.23x damage taken per level
tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
mass-energy equivalence no longer costs 2 research
long power up spawns, like from interest or supply chain:
  will pause new spawns until total power ups are below 300 to reduce lag
  stop spawning if you take damage

bug fixes
This commit is contained in:
landgreen
2024-06-08 13:49:13 -07:00
parent 63bfaba4a1
commit eabd146ea5
10 changed files with 234 additions and 221 deletions

View File

@@ -1,22 +1,17 @@
******************************************************** NEXT PATCH **************************************************
difficulty rework
difficulty adjusted through a power up on the initial level
difficulty parameters are more precisely explained
JUNK tech: difficulty - spawns a difficulty power up (only works before level 6)
bots no longer benefit from increased fireRate
shields have a chance spawn on almost all mobs (but not stealth mobs)
level exit door animation is 33% faster
power ups have fewer sides. It might improve game performance, but I can't tell the difference.
1.15x base wave bullets damage (bots, particles, and phonon)
metamaterial absorber 25->30% chance to get power ups from mobs left alive
apomixis is now a JUNK tech, and it requires duplication > 99%
pilot wave field 2->3 extra choices
plasma torch slows mobs more, and don't push mobs back as much
fixed bug where plasma torch didn't get tech degenerate matter
laserLayerBoss and layerLayer do 33% less damage
mines aren't triggered by invulnerable mobs
you can now jump off mobs while invulnerable
includes time dilated
pause display text updated with details menus
difficulty parameters
0.82->0.84x damage done per level
1.25->1.23x damage taken per level
tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
mass-energy equivalence no longer costs 2 research
long power up spawns, like from interest or supply chain:
will pause new spawns until total power ups are below 300 to reduce lag
stop spawning if you take damage
bug fixes
@@ -34,7 +29,7 @@ add more randomize sub level map content
left/right sides of lock
small lab rooms
powerful synergies
list of powerful synergies
CPT + high energy regen
research + bot fabrication + ersatz bots + various bot upgrades
harpoon + high fire rate + alternator + time dilation
@@ -46,34 +41,33 @@ powerful synergies
*********************************************************** TODO *****************************************************
tech: working mass - double jump
cost flat energy not a %
field Tech for molecular assembler and print and throw a block down on 2nd jump
remove block after time or keep it around?
credit to TNTiger17 (although I'm not looking for more code contributions)
difficulty rework: explicit changes to the game to increase difficulty
UI -
add difficulty display to pause menu
update pause menu text to match opening screen menu
just make it a square like field or gun on left pause column
add a wire attached to difficulty power up
like the one attached to player, but thinner
add new difficulty to game code
todo
check for any undocumented side effects
heal power ups (small effect)
(remove, keep, or add to parameters)
balance testing log:
difficultyMode=5 died on level 5 with a good drone build, seemed similar balance to old why mode, maybe slightly harder...
difficultyMode=2 won with a good spore build, seemed similar balance to old normal mode
add a wire attached to difficulty power up
like the one attached to player, but thinner
tokamak synergy tech
tech: stellarator - after firing a block with tokamak, heal (scale heal amount with block mass?)
tech: inertial confinement - while charging tokamak you can fly, and invulnerable
but energy drains
after getting a new tech,gun,field draw that tech where it would be in a pause menu for a second seconds
this makes it easier for people to see what's going on
bullets should trigger shrinking platforms level element?
level element - player activated elevators
could be fast and throw player
could just rise up slow (slow might have a bad jerky animation)
tech: super balls split after 3 seconds, but they fire with less speed
tech: super balls split after 3 seconds
but they lost 50% less time
buff plasma torch
buff plasma tech?
@@ -1305,6 +1299,7 @@ possible names for tech
equivalence principle - gravity and acceleration are the same
Casimir effect - attractive force between two close conductive plates
difference engine - early calculator/computer
cyanoacrylate - superglue use for a slowing effect?
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