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adventure mode todo v3.0.txt
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Future considerations
- Decide: Generate sleeping bosses in large caverns
- Set all enemies in dungeon to be strong against all attacks that aren't magic (add Guide tips)
- @Minecart Cannon mod
- @Add KO mod
- @B&D Add grapple reload function on return to ground (otherwise only works on wood)
- @Anomalies mod (only adds Gravitational Anomalies, for now)
- @Fleeting Goodies mod (coins disappear)
- @Lurking Foes mod (monsters are still in the dark until lit)
- Modify Smoke Bombs: Causes confusion to enemies and lightly repels them
- Implement projectile neutralizing (within area only)
- Implement enemy repellant behavior
- Add recipe: Bomb, ...
- Remove from party girl's shop
- @Powerful Magic
- Add magic burst attack when unarmed
- @Necrotis
- Set Shine Potion and Miner's Hat (stackable) to reduce rate of bramble generation
- @B&D Add Meet The Boss mod?
- Bosses can only be summoned (via. item) in designated areas
- @Mountain Goat mod
- @Plan
- Available from first spawn
- Moves fast, jumps high, [slides along walls?]
- Bucks you if it takes damage, enters water, or goes too far underground
- @Malfunctioning Items mod
- Implement overheat fx (smoke from gun, sprite pulses black)
- Implement overheat behavior and cooldown (6s)
- Implement overheat activation
- Implement temperature gauge on weapon (tint sprite red + add vibration)
- Implement list of overheat weapons
- S.D.M.G: 2x
- Last Prism: 2x
- Vortex Beater: 1.5x
- Chain Gun: 1.5x
- Gatligator: 1x
- Uzi: 1x
- Megashark: 1x
- Minishark: 1x
- Laser Rifle: 1x
- Space Gun: 1x
- @Scrapable Items mod
- @AML: Set pressure plates to drop Scrap
- Set Mechanic to sell Scrap (15s each)
- Add recipes to obtain scrap from all rarity >= 2 tools/armors/accessories (1 for each 2 rarity)
- Add scrap to all tool, armor, and accessory recipes with >= rarity
- Add Scrap item
- @Spirit Walking: Add warps
- @Player Statistics
- Add AM-specific (LEs, mana shards, cyborgs, life crystals)
- Port mod to Mod Libs
v3
- @Mod Helpers
- Implement game mode function with Mod Helpers
- ...
- @Plan
- Modes: Vanilla, Adventure, Survival, Brutal, Honor Bound, Creative, Custom
- Add world lock + new world requirement when a non-Custom game mode is set
v2.4
- @Add Dragon Lairs (uses Orbs, terrain cells for dragon's lair, and features Elemental Dragon boss)
v2.3
- @Add Lucky Hat mod (adds QTEs for every major hit to avoid them)
v2.2
- Add compatibility with Lives mod to generate the world with extra lives in chests
- Implement difficulty select (sub-modes)
- @Plan
- World create screen adds options to difficulty select
- Hard
- Life Crystals give half health
v2.1
- Set WoF to drop Soul of Mole (consumable; enables breaking dirt and mud)
- Begin cell-based terrain generation (for future plans)
- @Orbs
- Pull cell data from @Terrain Remixer and generate color squares 75% as cells
- @Terrain Remixer
- @Add Regions mod: Generate cells of a fixed set of "colors"
- @Trickster
- Allow recovering stolen items?
- Decide: Increase spawn rate when near torches (indicated by Dryad dialogue)?
- @B&D
- @Ergophobia
- Implement r-click fast placement of platform and plank bridges
- @Prefab Kits: Defensive Fortification Kit: A tall wall with a chain on one side, a jump pad on the other
- @Add Push n' Pull mod?
- @Plan
- Bound hotkey invokes either push or pull
- To push, hold down key and release when enemies near
- To pull, tap key when enemies near
- Push
- Causes enemies to fly back
- Causes player to launch back
- Causes momentary invincibility frames
- Slows movement while charging
- Pull
- Applies pull force to nearest enemy to the player
- Launches player forward
- Player has invincibility frames while launching past enemies
- @Add Quick Sell Loot mod
- @Add Evil Evil Biomes mod (infection debuffs)
- @Boss Reigns max BH PKE needs killing boss/progress to be ACTUALLY IMPORTANT; think of a way to do this!
- A "durability" concept ('Equipment Upkeep')
- Bedrock veins: Uses Regions mod's cells
- Resupply "requests"
- Loot bag?