#projectile changes and additions

1 messages · Page 1 of 1 (latest)

modest geode
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I find that currently projectiles have a lot of variety. lots of choices, lots of interactions, lots of things that shoot projectiles etc. I do however have some really neat ideas in mind for projectiles and projectile shooters as a whole that would expand their capabilities in fun and interesting ways.

-For starters, I would like the ability to set projectile shooters of any kind to shoot multiple kinds of projectiles. simply allowing the player to check off multiple projectiles in the context menu and having it shoot them through random selection would be good enough for me. however it would be neat if they're shot in a pattern that corresponds to the order you selected the projectiles in.

-another neat idea that came to mind would be the ability to have projectile shooters spawn entities that they are holding. as an example, if you nest an element such as a slumberwing or a pot on a zorb or arrow trap, the projectiles it shoots will spawn that element upon contact with a solid surface. perhaps if you set them to shoot no projectile but nest an entity, they will instead spawn the entity directly in front of them.

-it would be really cool to have complete elemental variants across most if not all projectile types. Every projectile has relatively different properties from one another. speed, penetrating power, reflectability, range, and damage. Because of this fact, it would be nice to be able to make ice/electric fireballs, ice and fire energy orbs, fire, and electric rocks... literally any different kind of bomb, etc. I can see how there can be obvious exceptions for some of the more unique projectiles like gusts and bubbles though.

-some new projectile ideas.
-a water balloon that deals no damage but still has knockback and deals status effects.
-some sort of slow homing projectile, or a homing setting for all projectiles.
-a projectile that completely ignores solid objects aside from negative space walls.

pure scarab
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oh yeah a "spirit" projectile that passes through objects and walls would be sick

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entity nesting has been confirmed for arrow traps

modest geode
pure scarab
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hmm maybe

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it will need a way to differentiate between "drop on death" and "use as projectile"

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Golmec effectively has that distinction made automatically based on the type of part