Summer Break Update Proposals

Ambitious projects to work on in the next coming weeks between school semesters. Almost certainly not all of these will be added, but they are ideas I wanted to share and discuss with those interested.

Perks

 * New class: Aeronaut. Acts as an 'alternative' Incendiary, in that it would gain utility from the same weapons as Incendiary and theoretically plays a similar role. It would have some of the most extreme point A to point B movement that synergizes well with the new map elements and has an interesting way of dealing AOE. Due to the billboard sprites of monsters and faux cave nature of the game, its balance and feel are more of a concern than the difficulty of actually coding it, though.
 * Color is either teal or white.
 * Starting weapon is Revolver or possibly still Flare Gun ... what if they had both?
 * Utility is a mini Dirigible. It stays activated until the player is out of Energy or presses Utility again. While the Dirigible is active, Energy is slowly drained and the player holds onto it with one arm, so they can only use a one-handed gun. They have drastically reduced gravity and can hold space for upward lift, but it consumes Energy. Its air travel speed is directly based on how large the boundary is. If the player manually leaves it, it continues to travel in a straight line for its intended target and either explodes on contact with a surface or when shot. Its explosion is huge and inflicts flame, potentially doing damage and radius based on the Energy left in it when abandoned?
 * Offense Perk: +60% one-handed weapon damage
 * Defense Perk: hell if I know, increased Dirigible speed??
 * Flexible Perk: hell if I know, more Dirigibles??

Machines

 * New machine Insidious Mirror. Similar to Goliath's Challenge, it invites additional monsters next wave. The Mirror will display a random item per wave that, if the challenge is invoked, will appear as an additional loot option at the end of the wave, but during the wave, a Doppelganger without a faux player tag will spawn and be using it. Each time the challenge is invoked, increasingly more Doppelgangers with the new selected item will appear. In addition, previous Doppelgangers will keep reappearing with the old item when they were invoked each time the challenge is initiated, eventually creating a sizeable army. Unlike the Goliath's Challenge bosses, these Doppelgangers will spawn at the same location, appearing to travel as a squad.

Changes

 * Blunderbuss contextual upgrades finished:
 * Cannoneer: applies bleed similar to Frontiersman? At a loss with this guy
 * Sabre can be upgraded to have a Shield. Holding alternate fire will cause the player to hold the Shield up. I'm thinking it blocks any incoming hit if its from the front, but goes on cooldown (including firing or switching to a different weapon) based on how much damage was blocked and maybe has a maximum. A shield bash to reflect an incoming hit would be cool, too. Any lone one-handed weapon would be able to use it, as well, but it always applies its +2 upgrade weight. The Shield can be scrapped. The Musket needs to apply "canUpgrade=false" and disallow players picking up upgraded Muskets if the Sabre is upgraded.
 * Harmonica Rifle upgrade changed to be playing an actual harmonica while active. It may be not be major, but its function will be to make triple instrument builds with the Harmonica Rifle's passive possible.

New Guns

 * Bullpup. Based off of this goofy thing but mixed with a modern bullpup and probably has three barrels. Has a windup similar to the Coil Magnum. On full windup, it unleashes a three-round burst similar to the Gatling Rifle and does a lot of damage. Very heavy but because its technically one-handed, you can dual wield it if you're unhinged or Cannoneer Flexible. Downsides to adding it is its yet another rifle-type weapon.
 * Copying the Risk of Rain 2 Engineer's grenade launcher but making it actually really deadly seems like it'd be fun. Also take inspiration from Gunfire Reborn's Mortar Cannon, long range focus bombardment weapon?
 * Hunting Bow. Permanently gains a bit of damage every kill it gets. Permanently gains a bit of attack speed every hit. Starts very underwhelming, not even one-shotting a Dino, but it has potential to become a boss slayer. Upgrade will imbue the bow with a property based on the class at the permanent cost of four utility charges. Bow is a projectile weapon with a chargeup system. Intended to be a bit of a meme unless gotten very early. Daggerfall bow sprite?
 * Bombardier: rocket arrow (fires straight and explodes on impact).
 * Cannoneer: fires a tri shot of arrows similar to the Pneumatic's upgrade.
 * Electrocutor: arrow applies a shock line identical to Rivet Gun. Counts as an electric weapon for Electructor Flexible's energy generation.
 * Frontiersman: arrow inflicts bleed.
 * Guerrilla: arrow is venomous similar to the Tranquilizer Gun upgrade.
 * Incendiary: fire arrows, duh!
 * Rail Gun ... but not that kind of rail gun. It fires railroad spikes. It has a very long charge time that goes faster the more energy you have, similar to the Discharger but more exaggerated. It is a projectile unless it is fully charged, where it becomes a bullet instead. Alternate fire launches the player's Sabre and deals its built-up damage. However, the player will have to retrieve it from wherever it landed. Reuses Pneumatic sprite.
 * Taser. Ammo gun, but consumes energy on hit. Enemies hit by a bullet are given a shock .2 seconds after that consumes 30% of the player's energy and deals 60% of it as damage (for context, that's 180 shock damage at 300). Alternate fire consumes all energy to fire a slow "globe" that shocks everything nearby on a timer (think like a mobile Shock Grenade with scaling damage). Counts as an electric weapon for Electrocutor Flexible. Reuses Sporting Rifle sprite.