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:
landgreen
2024-06-28 19:44:07 -07:00
parent 5e12cea685
commit f43a5e3231
16 changed files with 555 additions and 241 deletions

154
todo.txt
View File

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