subway stations

subway
  2 new subway stations
  more visible button graphics on subway

new constraints
  no health bars
  no pause while choosing

tech: coherence - past choices are added to all future tech
  requires decoherence
  research and cancel buttons have a sticky scroll positioning
eternalism: you can't pause while choosing, but you can otherwise pause now
  1.25->1.3 damage

bugs
  MIRV missiles now interact with time dilation properly
This commit is contained in:
landgreen
2024-08-31 08:28:05 -07:00
parent 220a6b4c15
commit ebd22741d4
10 changed files with 557 additions and 161 deletions

119
todo.txt
View File

@@ -1,33 +1,21 @@
******************************************************** NEXT PATCH **************************************************
tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
for pilot wave only
polariton - boosts also give 0.3x damage taken
subway
2 new subway stations
more visible button graphics on subway
constraints
removed
full damage taken after boss dies
wording is too unclear
new
0.5x energy regen from all sources
balanced
slow bots
bots have roughly 15% reduction in damage in addition to a slow follow speed
mob death heals mobs
has 1000->700 range and 1->0.33 healing
periodically spawn WIMPs
has a 30s delay and a 15->6s spawn rate
50->40% JUNK chance
new constraints
no health bars
no pause while choosing
heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07
tech: coherence - past choices are added to all future tech
requires decoherence
research and cancel buttons have a sticky scroll positioning
eternalism: you can't pause while choosing, but you can otherwise pause now
1.25->1.3 damage
bugs
crash with training level "heal" and power ups
set difficulty mode level 2 for training
MIRV missiles now interact with time dilation properly
******************************************************** BUGS ********************************************************
@@ -65,48 +53,44 @@ procedural animation
maybe no constraints on final boss and reactor?
constraints balance
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
40% JUNK chance
-1 choice
no health bars
4x shielded mob chance
+33% chance for mobs to respawn
2x ammo costs
maybe nerf...
too hard
0 duplication
power ups in stasis
0.1x damage after a power up
0.5x energy regen
50% max energy
50% max health
bots follow slow
0.1x damage after a power up
periodically spawn WIMPs
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
0.5x energy regen
each difficulty setting adds a chance for a random effect
make some effects only possible on certain levels, or with certain bosses?
not implemented random constraint ideas________________________
mob death spawns something
mob bullets
bosses heals nearby mobs
ammo power ups give 0.7x ammo
2x research costs
mobs slowly regen health
exit door takes 10x time to open,
and while door is opening (ghosters, suckers) attack?
can't pause while choosing tech, gun, field similar to eternalism
can't have more then 15 bullets
bots do 0.5x damage
remove 2 random tech and return them next level
too niche
player damage is 0.25x while player is invulnerable
all hazards: lasers and slime do 3x damage
player lasers and radiation do 0.5x damage
explosions do 0.5x damage
freeze effects last 0.25x time
not implemented random constraint ideas________________________
mob death spawns something
mob bullets
bosses heals nearby mobs
ammo power ups give 0.7x ammo
2x research costs
mobs slowly regen health
exit door takes 10x time to open,
and while door is opening (ghosters, suckers) attack?
can't have more then 15 bullets
how to code?
remove 2 random tech and return them next level
too niche
player damage is 0.25x while player is invulnerable
all hazards: lasers and slime do 3x damage
player lasers and radiation do 0.5x damage
explosions do 0.5x damage
freeze effects last 0.25x time
tech: - lower damage taken over 10s to 0x but after taking damage increase damage taken to 1x
isn't this just CPT skin with less steps?
maybe skin
tech: ice-VII - 1.5x duration for ice-IX
tech: - freezing grenades/explosions
@@ -117,28 +101,10 @@ tech: - randomize constraints somehow
tech: - when you get a bot, get a second bot
tech: - boost power ups also give 0.1x damage taken
tech: - tech have +3 choices to eject your tech
<eject> tech name
no description?
copy negative-player as a boss? or a JUNK tech?
code is in community map (not sure which)
harpoon tech: - after firing 4 harpoons your next harpoon has 4x damage
need to track number fired
tech: - after killing a Boss
heal to full
gain 3x damage for the rest of the level
tech: clicking on this tech in the pause menu will teleport you to the next level
tech: - instead of reeling in grappling hook teleport to the hook after releasing field button
this might need another buff?
give damage immunity after teleport for 1+ seconds to balance
new level - rework testChamber
skin with wheel instead of legs
@@ -174,9 +140,6 @@ tech: atomic pile - lose 1 health if you are above the maximum energy
do damage?
plasma torch tech?
field tech: molecular assembler - every time you spawn a drone/spore/... become immune to damage for time
scales with how much energy was used to spawn drone/...
figure out how to put instructions for controls in background on initial level
mouse smooth makes the text position jitter when it moves sub pixels
hide the jitter with artificial jitter to make it seem intentional
@@ -1392,6 +1355,8 @@ possible names for tech
cryocoolers - freezing effects
metaphysics - maybe this changes something deep and universal about physics? not sure
cork - used as a heat shield for rockets
P = NP - something with speeding up calculation times
transistivity - something where a>b and b>c -> a>c
******************************************************* DESIGN ******************************************************