brain storming

This commit is contained in:
landgreen
2019-10-22 06:54:00 -07:00
parent e100d1ed29
commit 4f25f37508
2 changed files with 60 additions and 23 deletions

View File

@@ -2,10 +2,62 @@
/* TODO: *******************************************
*****************************************************
remove tediousness of puzzle mechanics
on highrise
add a block on the platform below the exit on the far right
in the basement, move the two blocks to the left a bit, so they are closer to the left wall player have to get over
on warehouse
only have one block holding the platform down, and put it near the right side to make it faster to push off
Find a diegetic way to see player damage (and or field meter too)
a health meter, like the field meter above player? (doesn't work with the field meter)
Add field upgrade, and mod to a permanent display
left side
separate box below guns
cap guns to 3
can up the drop rate on guns, and lower ammo amount or drop rate
cap mods to 2
can up the drop rate a bit
check if there are any double mod compatibility issues
cap field to 1
what about no cap to mods?
more upgrades are OK as long as they change game play
no flat damage, or defense buffs
do I want to support a power climb game play
This makes skipping content a bad idea
Is that maybe good? No need to nerf content skipping buffs
content skipping is a cool play style, but not core game play
field power up effects
field produces a whirlpool effect of force around player
field allows player to hold and throw living mobs
Move mods, to power up object
mods can be about more than the gun, defensive, traversal mods
gun mod power ups
can fire while field is active
bullet on mob damage effects
add to the array mob.do new mob behaviors
add a damage over time
add a freeze
fire a few smaller bullets
killing a mob triggers: a spore bullet
maybe you could replace the power method with a new one to get this to work
negative mods for balancing
self damage on fire
knock back
lower fire rate
smaller bullets
smaller explosions
shorter lasting bullets
give mobs more animal-like behaviors
like rainworld
give mobs something to do when they don't see player
@@ -36,23 +88,6 @@ game mechanics
track foot positions with velocity better as the player walks/crouch/runs
gun mod power ups
higher damage when crouched
can fire while field is active
bullet on mob damage effects
add to the array mob.do new mob behaviors
add a damage over time
add a freeze
fire a few smaller bullets
killing a mob triggers: a spore bullet
maybe you could replace the power method with a new one to get this to work
negative mods for balancing
self damage on fire
knock back
lower fire rate
smaller bullets
smaller explosions
shorter lasting bullets