tech supertemporal - fire your super balls at the same place in space, but delayed in time

super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence
  (this makes adding more balls much stronger)
gun - super balls has 15% less ammo

standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy
  this should make rapidly blocking drain upto 10x less energy
  base blocking cost have increased by 25%

wormhole gets 10% duplication (was 7%)
ice-IX does 15% more damage

new level element - toggle(x, y, isLockOn = false)
  similar to a button but doesn't require a block
  used on the level highrise
  can toggle "off and on" or "lock on"
This commit is contained in:
landgreen
2021-06-15 05:58:28 -07:00
parent a285375e2b
commit fe05a57a13
7 changed files with 311 additions and 143 deletions

View File

@@ -1,24 +1,28 @@
******************************************************** NEXT PATCH ********************************************************
tech supertemporal - fire your super balls at the same place in space, but delayed in time
tech: WIMPs now requires wormhole
gives 3-9 research now (was 2-3)
super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence
(this makes adding more balls much stronger)
gun - super balls has 15% less ammo
tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower
standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy
this should make rapidly blocking drain upto 10x less energy
base blocking cost have increased by 25%
wormhole gets 10% duplication (was 7%)
ice-IX does 15% more damage
new level element - toggle(x, y, isLockOn = false)
similar to a button but doesn't require a block
used on the level highrise
can toggle "off and on" or "lock on"
bug fixes
******************************************************** BUGS ********************************************************
sharing 1 stack of spherical harmonics doesn't activate visually
https://landgreen.github.io/sidescroller/index.html?&tech0=crystallizer&tech1=thermoelectric%20effect&tech2=thermoelectric%20effect&tech3=spherical%20harmonics&tech4=expansion&tech5=triple%20point&tech6=triple%20point&tech7=flux%20pinning&field=standing%20wave%20harmonics&difficulty=4&level=0&noPower=0
a couple times people have reported the final boss dropping extra bodies on death
figure out how to undo ship mode
if you die in ship mode it spawns with m.look set to non ship methods
look is set in many tech and in startGame
Why does micro-extruder lag so much
blue triangle boss can move backwards and aim away from you if set up properly
@@ -45,28 +49,39 @@ labs - procedural generation
1500px, 3000px per room
room types
entrance - no mobs, starting power ups`
exit - plenty of mobs
exit - possible duplication boss spawn location
up, down - 2 paired rooms - boost, elevator, portal
boss - standard random boss spawns
empty - just a dead end - possible duplication boss spawn location
button - opens door to exit room
empty - a dead end
button - like empty, but also has a switch that opens door to exit room
room ideas -
gravity room
low gravity room, controlled with a button?
portal room
endlessly falling blocks down a slide, that the player has to climb up
portal + rotor + falling blocks = perpetual motion
laser room
slime radiation room
spinner room
make a switch level element
basically button, but go off and on when it hits player (or block?)
use a constrained body like a spinner
use offset constraint? like in vats
can this work?
check location of center of mass for on/off state
only collide with player, but run code that stops it from rotating too far
part of it is inside switch map element
player moving left go on, right go off as if they are pushing the switch in that direction ?
indicate on/off
angle of stick "light-switch"
with colors?
******************************************************** TODO ********************************************************
standing wave harmonics - can block too often on the same mob if you push it into a corner
add a small cooldown
return to normal knock back // 4
add a cool down that only stops energy drain and iceIX, but still lets you block
let standing wave harmonics get tech decorrelation
* inductive coupling - sucks without catabolism, too much delayed gratification. should probably be bundled with transceiver chip
tech: cloaking field - decrease/increase cooldown on sneak attack?
decrease/increase damage bonus?
decrease/increase visual radius?