1-body problem
tech: 1-body problem - do 100% damage if there is only 1 active bullet experiment mode and junk tech: random aiming bug fix - sniper, shooter aiming might be improved (no more firing backwards) or maybe I just made it worse, let me know bug fix - Shift registers working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
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112
todo.txt
112
todo.txt
@@ -1,9 +1,15 @@
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******************************************************** NEXT PATCH ********************************************************
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bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield
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tech: 1-body problem - do 100% damage if there is only 1 active bullet
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relay switch - toggles ON/OFF when you pick up a power up
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tech: ice IX condenser - if ON make a couple Ice IX crystals every second
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experiment mode and junk tech: random aiming
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bug fix - sniper, shooter aiming might be improved (no more firing backwards)
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or maybe I just made it worse, let me know
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bug fix - Shift registers
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working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
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******************************************************** BUGS ********************************************************
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@@ -36,29 +42,35 @@ fix door.isOpen actually meaning isClosed?
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******************************************************** TODO ********************************************************
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have junk tech drop frequency to 0 after showing up once
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but add way more junk tech into the pool
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how to communicate that to player?
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console message
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add water dips to sewers
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move power ups in front of blocks, make blocks not transparent?
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consider adding canvas path shadows to levels in level.custom for non squared lighting
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convert all level.BG into canvas draw in level.custom
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draw exit and entrance in level
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new level: procedural generation
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several small rooms are linked by portals
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the portals have a randomized pattern
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the rooms can be set out in a grid and linked by physical doors,tunnels,wells
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choose bosses that can move though walls, so it can track you while you portal
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the map shuffles it's pattern when the player get to a button
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shuffle portals or shuffle the physical layout of rooms
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and then have the player go back through to get to the end?
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gravity room
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portal room
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endlessly falling blocks down a slide, that the player has to climb
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portal + rotor + falling blocks = perpetual motion
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laser room
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slime radiation room
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look into improving mouse lag with pointer lock?
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https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
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https://www.vsynctester.com/game.html
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https://news.ycombinator.com/item?id=26530272
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should blocks block mob vision?
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Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 &&
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only negative is mobs will attack player in the starting room
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maybe make all doors to spawns somehow block vision
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maybe start in cloaking mode
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disable it a few cycles after level loads?
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or disable when player moves?
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***maybe just clear spawns away from the starting room***
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ok go through each map and find issues on each map
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**but first test he game with no block blocking vision**
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mob vision: look at player history
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build a new type of attraction for mobs
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if mobs can't see player, they check to see if they can see where the player was in the history
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@@ -103,16 +115,6 @@ bosses should have 2x health, but only do about 50 health damage
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boss flag cut damage done to boss by 20x <----
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make bosses not have extra density
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map: laboratory
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rooms with switches that change physics
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gravity room
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portal room
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laser room
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radiation room
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portal + rotor + falling blocks = perpetual motion room
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a button that spawns a heal.
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consider adding canvas path shadows to levels in level.custom for non squared lighting
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lore: a tutorial / lore intro
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needs to be optional so it doesn't slow experienced players
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put something on the intro map
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@@ -126,8 +128,6 @@ add back in gamepad support
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but does anyone care?
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https://github.com/landgreen/landgreen.github.io/search?q=gamepadconnected
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mechanic: gain damage when there are fewer bullets
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rename intro level to something lore related
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give undefined tech different effects at different localSettings.loreCount values
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@@ -338,9 +338,12 @@ possible names for tech
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metaheuristic - is a higher-level procedure or heuristic designed to find, generate, or select a heuristic (partial search algorithm) that may provide a sufficiently good solution to an optimization problem, especially with incomplete or imperfect information or limited computation capacity
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stochastic optimization
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electrostatic discharge
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Gödel's incompleteness
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dynamical systems
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quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields)
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plot script:
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chapter 1: bot can hear audio and learns testing mode
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bot uses testing mode to exit room
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@@ -384,7 +387,8 @@ chapter 4: no need to fight?
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keep fighting
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exit the simulation
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enter real world
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enter console command to close tab?
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close tab?
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wipes all local storage?
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@@ -437,41 +441,3 @@ AI doesn't know about:
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modern pop culture
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outside the lab
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scientist console text:
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2 scientists (each one a different color text)
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at the start of each level listen to text conversation from the two colors of text strings also
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talking about the robot, watching
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trying to communicate with the robot? but how
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random lines when:
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at start of level, about: what mobs types are queued up, and level order
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when player gets a cool tech combination
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at random times:
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I think it's planing to escape
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Why is it attacking those shapes?
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Are those shapes supposed to be us?
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ending outline
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testing mode is unlocked when player see the 1st ending
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if player chose tech: choosing this tech means the player gets lore after beating the game
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count 1:
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after final boss is cleared, player enters a level with no mobs
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level maybe has some environmental damage, so player has an option to die at any time
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player can see text output between two colors of text strings (scientists)
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audio.ambient(current time and date)<br> "text"
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player reads a conversation between the two colors of text
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first time win on east or normal they talk about:
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how many runs the player has done
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they guess why
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player is asked to stand on an in game button to enable the vocoder
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they reveal the player is running simulations, and it isn't real
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they ask the player to communicate
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jump twice if you understand
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they ask the player to enter console commands
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give ammo or tech or something
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They tell the player a console command to permanently enable custom and testing mode (in local storage)
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players can use this command in the future to enable custom and testing without beating the game even if local storage is wiped
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they then tell the player the command to increase the difficulty and the command to restart the game.
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If you win on hard or why:
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they give the player and option to exit the simulation and entre the real world
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simulation.exit()
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This wipes all local storage, and closes the browser tab
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