new level boss
This commit is contained in:
103
todo.txt
103
todo.txt
@@ -1,15 +1,32 @@
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the game zooms out a bit when the mouse is near the edge of the browser window
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(is it annoying or helpful?)
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maybe I should add in a smoothing variable for the edge zoom
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removed eay to aim setting
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the addition of gun selection make this setting less important
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mod: bot upgrades - forked into 4 different mods for each bot
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effect is increased to 100% improvement (up from 40%)
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drones are more likely to pick up power ups
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mod harvester: now also gives the drone immortality
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new level boss: after it dies it returns with one less vertex
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also it steals all your power ups (what!)
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************** TODO - n-gon **************
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drop level boss rate mods a bit earlier
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or increase damage scaling
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ghosters are always visible
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ghoster mobs eat power ups and drop them on death
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draw ghoster if it has a power up
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or just always draw ghoster?
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if no power ups on map go for player
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fix tension on stronghold
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zoom out a bit when mouse is near edge of screen
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give mobs more animal-like behaviors
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like rain world
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give mobs something to do when they don't see player
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explore map
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mobs some times aren't aggressive
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when low on life or after taking a large hit
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mobs can fight each other
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this might be hard to code
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isolated mobs try to group up
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map: laboratory
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rooms with switches that change physics
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@@ -54,6 +71,8 @@ lore - a robot (the player) gains self awareness
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new gun - deploy a turret that last for 20 seconds
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fire nails at nearby targets once a second.
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use mine code and bot code
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mod - mines become a turret that fires nails
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it could float to the mouse location on fire
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minigun: high caliber - rework
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slow down the bullets even more and increase the size?
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@@ -65,10 +84,6 @@ portals:
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extend to bodies (mobs?)
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use buttons to turn on and off?
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level boss: boss that dies and comes back to life but with one less side until it hits 3 sides
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change color too (hsl)
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boss shrinks and moves faster after each death
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level boss: fires a line intersection in a random direction every few seconds.
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the last two intersections have a destructive laser between them.
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@@ -83,10 +98,6 @@ map: prison
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map: airport
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button: blocks that are on the button at an angle will slowly slide off the button
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maybe just avoid long blocks near the button?
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maybe actively hold the button in place?
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mod - do 50% more damage in close, but 50% less at a distance
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code it like mod.isFarAwayDmg
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have these mods disable each other
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@@ -130,8 +141,6 @@ redblobgames.com/articles/visibility
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https://github.com/Silverwolf90/2d-visibility/tree/master/src
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could apply to explosions, neutron bomb, player LOS
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bug - sticking bullets don't always gain the correct speed from mobs after they die
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possible names for mods
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Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
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@@ -145,47 +154,19 @@ boss levels - small levels just a boss, and maybe a few mobs
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boss level for timeSkipBoss because of game instability for boss on normal levels
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this might not fix issues
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bullets cost 5 life instead of ammo, but return 5 life when they hit a mob
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replace life with energy or ammo?
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an effect when canceling a power up
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ammo? heals?
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50% chance for a mod, 25% heal, 25% ammo
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liquid nitrogen cooling
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Mobs freeze on contact with the player
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uranium reactor core
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Mobs get irradiated on contact with the player
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add player Scent Trails for mob navigation
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https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
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mod - scale squirrel cage rotor with current energy
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is variable speed going to be hard to deal with?
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mod - you can no longer see your current health
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mod - increase laser bot range, and reduce energy drain
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mod - mines become a turret that fires nails
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it could float to the mouse location on fire
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mod - blocks stun mobs
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settings - custom keys binding
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css transition for pause menu
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gun/field: portals
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use the code from mines to get them to stick to walls
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or lasers
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alternate red and blue portals
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weekly random challenge where everyone playing each week gets the same random setup.
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The randomness would be determined by the date so it would sync everyone.
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power ups still drop, but the drops are determined by a preset list that changes each week.
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gun: Spirit Bomb (singularity)
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use charge up like rail gun
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electricity graphics like plasma torch
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@@ -194,41 +175,11 @@ gun: Spirit Bomb (singularity)
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uses energy
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hold above the player's head
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add a key that player picks up and needs to set on the exit door to open it
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make power ups keep moving to player if the pickup field is turned off before they get picked up
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not sure how to do this without adding a constant check
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animate new level spawn by having the map aspects randomly fly into place
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give mobs more animal-like behaviors
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like rain world
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give mobs something to do when they don't see player
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explore map
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eat power ups
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drop power up (if killed after eating one)
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mobs some times aren't aggressive
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when low on life or after taking a large hit
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mobs can fight each other
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this might be hard to code
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isolated mobs try to group up.
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game mechanics
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mechanics that support the physics engine
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add rope/constraint
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get ideas from game: limbo / inside
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environmental hazards
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laser
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lava
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button / switch
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door
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fizzler
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moving platform
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map zones
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water
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low friction ground
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bouncy ground
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n-gon outreach ideas
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blips - errant signal on youtube
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reddit - r/IndieGaming
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