tokamak
renamed MACHO -> dark matter tech: MACHO - dark matter is active when you are outside not inside it's range, 1.5 to dark matter effects tech: dark energy - inside dark matter regen 10 energy tech: stability - 0.3x damage taken if health equals maxHealth tech: instability - 2x damage if damage taken is 1x tech: control theory - 1.5x damage if health equals maxHealth tech: inertial confinement - while charging tokamak you can fly, but energy drains tech: stellarator - after firing a block with tokamak, spawn up to 5 heals boss health nerf: almost every boss has ~0.8x less health secondary bosses also spawn 2 ammo aerostat 0.85->0.9 damage on the ground Pauli exclusion 6->8 seconds of invulnerable after getting hit Gibbs free energy 2->0 research cost, 1.01->1.05 damage scales with energy below 100->maxEnergy cache 15->17x ammo several bug fixes
This commit is contained in:
154
todo.txt
154
todo.txt
@@ -1,37 +1,22 @@
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******************************************************** NEXT PATCH **************************************************
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new community levels: (you can enable community maps in the settings)
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rings by thatLittleFrog
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flappyGon by Digin
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trial by Cirryn and Tarantula Hawk
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arena level updated by Whyisthisnotavalable
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renamed MACHO -> dark matter
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tech: MACHO - dark matter is active when you are outside not inside it's range, 1.5 to dark matter effects
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tech: dark energy - inside dark matter regen 10 energy
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tech: stability - 0.3x damage taken if health equals maxHealth
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tech: instability - 2x damage if damage taken is 1x
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tech: control theory - 1.5x damage if health equals maxHealth
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tech: inertial confinement - while charging tokamak you can fly, but energy drains
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tech: stellarator - after firing a block with tokamak, spawn up to 5 heals
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difficulty scaling: 0.84->0.85x player damage per level
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research spawn per level is no longer in the difficulty settings
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instead players get 1 research for only the first few levels
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cell boss has less health at high difficulty
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boss health nerf: almost every boss has ~0.8x less health
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secondary bosses also spawn 2 ammo
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aerostat 0.85->0.9 damage on the ground
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Pauli exclusion 6->8 seconds of invulnerable after getting hit
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Gibbs free energy 2->0 research cost, 1.01->1.05 damage scales with energy below 100->maxEnergy
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cache 15->17x ammo
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converted JUNK tech to additive, instead of the multiplicative
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makes the first JUNK you take do the same, but if you take too much you can get to 100%
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right aligned some text in tech descriptions
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added some circles to the in-game console messages
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renamed slow light -> delayed-choice - a single 0.4 second delayed 0.7x damage laser beam
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also now works with reflection
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plasma torch field gets 1.5x damage by default
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molecular assembler coupling 0.8->0.6 energy per second
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nail-bot upgrade 5->4x fire rate
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foam-bot upgrade 3->2.5x size and fire rate
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sound-bot upgrade 2.5->2x fire rate, damage, 1->2x wave packet length
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boom-bot upgrade reduced range, bot acceleration
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orbital-bot upgrade 1.5->2x radius
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perimeter defense 0.95->0.96x damage taken per bot
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network effect 1.05->1.04x damage per bot
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tech: working mass - cleaned up physics and logic a bit
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negative feedback scales with health below maxHealth, not health below 100
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1.007->1.006x damage per missing health
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homeostasis scales with missing health, not health below 100
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limit of 0.2x at 0 health
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several bug fixes
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******************************************************* DESIGN ******************************************************
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@@ -59,57 +44,19 @@ list of powerful synergies
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*********************************************************** TODO *****************************************************
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figure out how to put controls in background on initial level
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mouse smooth makes the text position jitter when it moves sub pixels
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hide the jitter with artificial jitter to make it seem intentional
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make it look like the instructions are on a fuzzy TV screen
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when player presses move buttons highlight the box/letter for those buttons
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a few bosses have too much health
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probably the ones that scale with simulation.difficulty
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Matter.Body.setDensity(me, 0.00012 + 0.00001 * simulation.difficulty) // normal density is 0.001
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make player mass an adjustable var in the skin
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does this mess with jump height or air control?
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increase mass and movement speed at the same time
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increase jump differently because it scales extra with mass
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m.defaultMass = 4.5
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m.definePlayerMass()
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possible player.mass bad interactions
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grapple
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tech: - if health === maxHealth take 0.6x damage
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do 1.5x damage?
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JUNK tech - player takes damage from block collisions
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is this gonna contribute to lag?
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tech: anthropic principle - cost 1 research to let you not die once per level
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another tech that allows it to trigger multiple times
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tokamak synergy tech
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tech: stellarator - after firing a block with tokamak, heal (scale heal amount with block mass?)
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tech: inertial confinement - while charging tokamak you can fly, and invulnerable
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but energy drains
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bullets should trigger shrinking platforms level element?
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level element - player activated elevators
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could be fast and throw player
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could just rise up slow (slow might have a bad jerky animation)
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tech: super balls split after 3 seconds
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but they lost 50% less time
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buff plasma torch
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buff plasma tech?
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buff plasma field defense?
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buff plasma damage?
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rework energy and health HUD
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make both diegetic?
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should health be red or green?
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snakeBoss - boss with a tail that grows longer
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improve behavior for when it can't see player
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wander around looking for power ups
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what if it gets lost?
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eat power ups
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eject them after you die
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get longer after eating
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eat mobs?
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eat blocks?
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modes: recolor tail based on modes
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hunting power ups -> small + fast : blue cyan
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hunting player -> attack? : red/pink
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slow high defense : white
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white laser
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what to name? not much in wikipedia
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@@ -119,23 +66,42 @@ white laser
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tech.laserColor = "#fff"
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tech.laserColorAlpha = "rgba(255, 255, 255, 0.5)"
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bug Newton's 1st law image not showing up on github server
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shows up on n-gon, and landgreen github, but webp file isn't loading onto server?
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try name change,
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wait and see if next patch fixes it
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tech: atomic pile - lose 1 health if you are above the maximum energy
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generate energy for each nearby mob?
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do damage?
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plasma torch tech?
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boss mob - several squares that move like the snake in the game snake/light cycles
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moves towards player (is smell history pathing good enough?)
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doesn't have inertia/force? or it obeys normal physics kinda?
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gets longer when
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you hit it with bullets?
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it gets near a power up?
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it gets near mobs
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make some explosions have less knock back?
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annoying with flame test, boom bot?
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figure out how to put instructions for controls in background on initial level
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mouse smooth makes the text position jitter when it moves sub pixels
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hide the jitter with artificial jitter to make it seem intentional
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make it look like the instructions are on a fuzzy TV screen
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when player presses move buttons highlight the box/letter for those buttons
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make player mass an adjustable var in the skin
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does this mess with jump height or air control?
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increase mass and movement speed at the same time
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increase jump differently because it scales extra with mass
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m.defaultMass = 4.5
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m.definePlayerMass()
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possible player.mass bad interactions
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grapple
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JUNK tech - player takes damage from block collisions
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is this gonna contribute to lag?
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bullets should trigger shrinking platforms level element?
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level element - player activated elevators
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could be fast and throw player
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could just rise up slow (slow might have a bad jerky animation)
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rework energy and health HUD
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make both diegetic?
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how? not sure there is a good way to do this...
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should health be red or green?
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Boss mob - takes a snapshot of the positions of all mobs, player, blocks, power ups. Then 3 seconds later it teleports everything back to those spots.
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after snap shot is stored draw outline of body positions for a second to show the change
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@@ -1328,6 +1294,8 @@ possible names for tech
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Casimir effect - attractive force between two close conductive plates
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difference engine - early calculator/computer
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cyanoacrylate - superglue use for a slowing effect?
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hysteresis - the dependence of the state of a system on its history
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superposition - something with waves overlapping
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******************************************************** IMAGES ********************************************************
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