brain storming
This commit is contained in:
69
js/index.js
69
js/index.js
@@ -2,10 +2,62 @@
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/* TODO: *******************************************
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*****************************************************
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remove tediousness of puzzle mechanics
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on highrise
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add a block on the platform below the exit on the far right
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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
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on warehouse
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only have one block holding the platform down, and put it near the right side to make it faster to push off
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Find a diegetic way to see player damage (and or field meter too)
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a health meter, like the field meter above player? (doesn't work with the field meter)
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Add field upgrade, and mod to a permanent display
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left side
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separate box below guns
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cap guns to 3
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can up the drop rate on guns, and lower ammo amount or drop rate
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cap mods to 2
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can up the drop rate a bit
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check if there are any double mod compatibility issues
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cap field to 1
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what about no cap to mods?
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more upgrades are OK as long as they change game play
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no flat damage, or defense buffs
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do I want to support a power climb game play
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This makes skipping content a bad idea
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Is that maybe good? No need to nerf content skipping buffs
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content skipping is a cool play style, but not core game play
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field power up effects
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field produces a whirlpool effect of force around player
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field allows player to hold and throw living mobs
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Move mods, to power up object
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mods can be about more than the gun, defensive, traversal mods
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gun mod power ups
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can fire while field is active
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bullet on mob damage effects
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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fire a few smaller bullets
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killing a mob triggers: a spore bullet
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maybe you could replace the power method with a new one to get this to work
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negative mods for balancing
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self damage on fire
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knock back
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lower fire rate
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smaller bullets
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smaller explosions
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shorter lasting bullets
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give mobs more animal-like behaviors
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like rainworld
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give mobs something to do when they don't see player
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@@ -36,23 +88,6 @@ game mechanics
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track foot positions with velocity better as the player walks/crouch/runs
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gun mod power ups
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higher damage when crouched
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can fire while field is active
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bullet on mob damage effects
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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fire a few smaller bullets
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killing a mob triggers: a spore bullet
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maybe you could replace the power method with a new one to get this to work
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negative mods for balancing
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self damage on fire
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knock back
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lower fire rate
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smaller bullets
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smaller explosions
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shorter lasting bullets
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