harpoon tech

harpoon gun
  shaped more like a harpoon
  grabs power ups slower, and from the tip of the harpoon
  only uses energy on returning
  doesn't have thrust if there is no mob target

  tech: reticulum - make one more harpoon if there are mobs nearby that you are facing
    I'm letting this stack to 9 even though it's silly cause that is n-gon's style
  tech: ceramics now lets both harpoons and needles ignore shields
    this was coded poorly so if shield bugs show up it might be from this
  tech: fragmentation makes ~15% fewer nails for everything it affects
  tech: filament gives 3% length per ammo (was 1%)
    also length is capped at 75 ammo because after that it's just annoying
  tech: unaaq is longer at low ammo but scales slower at high ammo

bugs
  fixed laser collisions on player head when crouching
  returned experiment gun and field circles
This commit is contained in:
landgreen
2021-09-12 15:34:29 -07:00
parent f7cd48c3ff
commit f719c8edb9
9 changed files with 174 additions and 103 deletions

View File

@@ -1,36 +1,48 @@
******************************************************** NEXT PATCH **************************************************
new gun harpoon
tech: filament - harpoon rope gets 1% longer for every harpoon ammo in your inventory
tech: unaaq - harpoon gets 1% longer for every harpoon ammo in your inventory
harpoon is pretty unbalanced, but I'm pushing it out so ya'll can let me know how I should balance it
more harpoon tech to come
2+ harpoons out at once
hold fire to extend rope longer
improved targeting: so it can hit the same target a few times
harpoon gun
shaped more like a harpoon
grabs power ups slower, and from the tip of the harpoon
only uses energy on returning
doesn't have thrust if there is no mob target
tech: controlled explosion - explosions shrink to prevent them from hitting you, cost 3 research
tech: reticulum - make one more harpoon if there are mobs nearby that you are facing
I'm letting this stack to 9 even though it's silly cause that is n-gon's style
tech: ceramics now lets both harpoons and needles ignore shields
this was coded poorly so if shield bugs show up it might be from this
tech: fragmentation makes ~15% fewer nails for everything it affects
tech: filament gives 3% length per ammo (was 1%)
also length is capped at 75 ammo because after that it's just annoying
tech: unaaq is longer at low ammo but scales slower at high ammo
bugs
fixed laser collisions on player head when crouching
returned experiment gun and field circles
JUNK tech: true colors - set all power ups to their real world colors (just makes random colors)
******************************************************** TODO ********************************************************
"Interstellar Disturbance": Cosmic String applies to mobs who cross the wormhole's path, even after initial wormholing, but at reduced damage and stun time.
disable zoom progress when paused
gun: harpoon
if no target no thrust and no airfriction
stuck in walls, and don't return ammo
return to player is slower for heavier harpoons
harpoons despawn before they have time to return with filament and lots o ammo
harpoon tech
holding down fire lets the string extend farther,
this can overwrite crouch mode
can't have 2+ harpoons
it uses up ammo as extends, and returns it as it contracts?
will this effect performance?
fire 2+ harpoons at the same time but different angles
2+ harpoons, with separate CDs
can't have extended string?
grappling hook?
remove string in all modes, why?
increase ammo
post launch tracking: more airFriction, more thrust, harder turning
if no target found slow down and aim much better?
tracking so good harpoon can hit a target, circle around and hit it again