new level boss

This commit is contained in:
landgreen
2020-08-03 16:28:36 -07:00
parent c08a93416d
commit 07f77e41a5
12 changed files with 366 additions and 352 deletions

103
todo.txt
View File

@@ -1,15 +1,32 @@
the game zooms out a bit when the mouse is near the edge of the browser window
(is it annoying or helpful?)
maybe I should add in a smoothing variable for the edge zoom
removed eay to aim setting
the addition of gun selection make this setting less important
mod: bot upgrades - forked into 4 different mods for each bot
effect is increased to 100% improvement (up from 40%)
drones are more likely to pick up power ups
mod harvester: now also gives the drone immortality
new level boss: after it dies it returns with one less vertex
also it steals all your power ups (what!)
************** TODO - n-gon **************
drop level boss rate mods a bit earlier
or increase damage scaling
ghosters are always visible
ghoster mobs eat power ups and drop them on death
draw ghoster if it has a power up
or just always draw ghoster?
if no power ups on map go for player
fix tension on stronghold
zoom out a bit when mouse is near edge of screen
give mobs more animal-like behaviors
like rain world
give mobs something to do when they don't see player
explore map
mobs some times aren't aggressive
when low on life or after taking a large hit
mobs can fight each other
this might be hard to code
isolated mobs try to group up
map: laboratory
rooms with switches that change physics
@@ -54,6 +71,8 @@ lore - a robot (the player) gains self awareness
new gun - deploy a turret that last for 20 seconds
fire nails at nearby targets once a second.
use mine code and bot code
mod - mines become a turret that fires nails
it could float to the mouse location on fire
minigun: high caliber - rework
slow down the bullets even more and increase the size?
@@ -65,10 +84,6 @@ portals:
extend to bodies (mobs?)
use buttons to turn on and off?
level boss: boss that dies and comes back to life but with one less side until it hits 3 sides
change color too (hsl)
boss shrinks and moves faster after each death
level boss: fires a line intersection in a random direction every few seconds.
the last two intersections have a destructive laser between them.
@@ -83,10 +98,6 @@ map: prison
map: airport
button: blocks that are on the button at an angle will slowly slide off the button
maybe just avoid long blocks near the button?
maybe actively hold the button in place?
mod - do 50% more damage in close, but 50% less at a distance
code it like mod.isFarAwayDmg
have these mods disable each other
@@ -130,8 +141,6 @@ redblobgames.com/articles/visibility
https://github.com/Silverwolf90/2d-visibility/tree/master/src
could apply to explosions, neutron bomb, player LOS
bug - sticking bullets don't always gain the correct speed from mobs after they die
possible names for mods
Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
@@ -145,47 +154,19 @@ boss levels - small levels just a boss, and maybe a few mobs
boss level for timeSkipBoss because of game instability for boss on normal levels
this might not fix issues
bullets cost 5 life instead of ammo, but return 5 life when they hit a mob
replace life with energy or ammo?
an effect when canceling a power up
ammo? heals?
50% chance for a mod, 25% heal, 25% ammo
liquid nitrogen cooling
Mobs freeze on contact with the player
uranium reactor core
Mobs get irradiated on contact with the player
add player Scent Trails for mob navigation
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
mod - scale squirrel cage rotor with current energy
is variable speed going to be hard to deal with?
mod - you can no longer see your current health
mod - increase laser bot range, and reduce energy drain
mod - mines become a turret that fires nails
it could float to the mouse location on fire
mod - blocks stun mobs
settings - custom keys binding
css transition for pause menu
gun/field: portals
use the code from mines to get them to stick to walls
or lasers
alternate red and blue portals
weekly random challenge where everyone playing each week gets the same random setup.
The randomness would be determined by the date so it would sync everyone.
power ups still drop, but the drops are determined by a preset list that changes each week.
gun: Spirit Bomb (singularity)
use charge up like rail gun
electricity graphics like plasma torch
@@ -194,41 +175,11 @@ gun: Spirit Bomb (singularity)
uses energy
hold above the player's head
add a key that player picks up and needs to set on the exit door to open it
make power ups keep moving to player if the pickup field is turned off before they get picked up
not sure how to do this without adding a constant check
animate new level spawn by having the map aspects randomly fly into place
give mobs more animal-like behaviors
like rain world
give mobs something to do when they don't see player
explore map
eat power ups
drop power up (if killed after eating one)
mobs some times aren't aggressive
when low on life or after taking a large hit
mobs can fight each other
this might be hard to code
isolated mobs try to group up.
game mechanics
mechanics that support the physics engine
add rope/constraint
get ideas from game: limbo / inside
environmental hazards
laser
lava
button / switch
door
fizzler
moving platform
map zones
water
low friction ground
bouncy ground
n-gon outreach ideas
blips - errant signal on youtube
reddit - r/IndieGaming