abiogenesis
tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y) foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66% throwing blocks now charges faster with reduced fire cooldown tech renormalization now has a 40% chance to refund a research (was 37%) performance- now precalculate player gradient fill
This commit is contained in:
289
todo.txt
289
todo.txt
@@ -1,170 +1,19 @@
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******************************************************** NEXT PATCH ********************************************************
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irradiated drones
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new tech: beta radiation - double damage and half lifespan
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now don't clump as often, to make the graphics look better
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effective radius now includes edges of mobs, not just centers
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so they work better on large radius mobs
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do 50% more damage, but have a 10% smaller radius and last 3 second shorter time and 80% less ammo (was 75%)
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irradiated drones can't get a slowing effect anymore
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it was just too annoying
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nano-scale can now unlock irradiated drone tech properly
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nano-scale now drains more energy per irradiated drone, to scale with the higher ammo costs
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tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool
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note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y)
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time dilation field is now just called "time dilation"
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constraints under time dilation is less buggy, but still a bit buggy
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foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66%
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******************************************************** BUGS ********************************************************
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player can become crouched while not touching the ground if they exit the ground while crouched
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a couple times people have reported the final boss dropping extra bodies on death
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Why does micro-extruder lag so much
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blue triangle boss can move backwards and aim away from you if set up properly
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issues with dot product probably, but might not be worth fixing
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mouse event e.which is deprecated
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fix door.isOpen actually meaning isClosed?
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make it so that when you are immune to harm you can either jump on mobs or you pass through them
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is there a way to check if the player is stuck inside the map or block
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trigger a short term non-collide if that occurs
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(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
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******************************************************** LEVELS ********************************************************
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labs - procedural generation
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bugs
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mob spawns shouldn't be based on probability?
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style
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graphics look too bright?
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add shadows and lighting and graphic details?
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what about performance?
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with the mobs staggered spawning it should be fine
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feel
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disrupt the flat ground
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less platforming / easier platforming
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the spinners on exit are still too hard...
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make combat more interesting
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is it laggy?
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in loot room, spawn mobs after power up is grabbed
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more background graphics, better colors
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loot room:
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make it more interesting to get the power up
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slow player and reduce damage in region
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increase the size of the region
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don't have space for much
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make graphics more unique
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push player away, so that normal pick up methods don't work, but add a button to disable region
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room ideas -
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portal room
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endlessly falling blocks down a slide, that the player has to climb up
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portal + rotor + falling blocks = perpetual motion
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slime room
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sound room, with buttons to control sound
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color room with r,g,b buttons to control color
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mob buff zone: Map element: "Orbital Pickup Zone": Mobs that enter a specific area of the map gain +1 orbital per second, or a shield
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could put in the loot room
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buttons can now on/off boosts
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repeat map in vertical when you fall teleport to above the mab, as if the map repeats
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camera looks strange when you teleport player with a high velocity
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map element - player rotates a rotor that makes a platform go up or down
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level element: a zone with wind, anti-gravity, extra gravity
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control with button
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map: observatory
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button controls rotation of telescope
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laser beam shoots out of telescope
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button opens the dome
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******************************************************** MOBS ********************************************************
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mob mechanics
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use the force at a location effect, like the plasma field
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Matter.Body.applyForce(who, path[1], force)
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mob - after taking damage
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release seekers
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teleports
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hop boss:
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AoE damage when landing
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pull in player? and blocks?
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extra gravity on falling?
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immune to damage while falling?
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mob: molecule shapes - 2 separate mobs joined by a bond
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use constraints: just spawn 2x or 3x groupings
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low friction so they can spin around
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spin when attacking player?
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increase constraint length when attacking
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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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if mobs can't see player, they could check to see if they can find player in the past
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https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
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write find in spawn undo exploder, but commented out
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Mob: "Tentacle": Sits on wall. Is a black blob. When you get near it, reaches out and grabs you, similar to wires. Does not deal damage.
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maybe it could be immune to damage? but it is spawned by an actual mob
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level Boss: fractal Sierpiński triangle
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https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
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spawns a 1/2 size version of the boss, this version can also spawn a smaller version, but it is capped at some size level
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they spawn once at the start of the level
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if a version dies, one can be replaced every ten seconds by the largest version
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give mobs more animal-like behaviors like rain world
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mobs play, look for food, explore
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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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mob: wall mounted guns / lasers
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not part of randomized mob pool, customized to each level
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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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throwing blocks now charges faster with reduced fire cooldown
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tech renormalization now has a 40% chance to refund a research (was 37%)
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performance- now precalculate player gradient fill
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******************************************************** TODO ********************************************************
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tech - shorter cloaking delay
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irradiated drones, get annoying when they go after mobs near the player...
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should they only follow mouse? or at least show a preference for targets near mouse, not near player
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tech - 1/2 your drone ammo/efficiency double the damage?
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tech foam teleports around, like a quantum wave function collapse
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should ammo apply to all guns, or just one of your guns?
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if one gun only, it would make multi-gun builds weaker
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nail bots should benefit from nail gun tech
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tech: picking up heal power ups at max health does harm, but increases max health
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scales with heal value
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let standing wave harmonics get tech decorrelation
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tech: cloaking field - decrease/increase cooldown on sneak attack?
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decrease/increase damage bonus?
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decrease/increase visual radius?
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have throw charge scale with fire delay
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in testing mode console log the body you click on
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throwing a block removes the block and rewinds time 10 seconds (including health and energy)
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@@ -174,8 +23,6 @@ tech plasma : plasma length increases then decreases as you hold down the field
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grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
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extra energy is drained when field is longer
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tech: at the start of a new level remove 5 research and spawn a second boss
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energy conservation 6% damage recovered as energy
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add a negative effect:
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junk tech
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@@ -335,6 +182,129 @@ n-gon outreach ideas
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hacker news - show hacker news post
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twitch - lets play
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******************************************************** BUGS ********************************************************
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player can become crouched while not touching the ground if they exit the ground while crouched
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a couple times people have reported the final boss dropping extra bodies on death
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Why does micro-extruder lag so much
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blue triangle boss can move backwards and aim away from you if set up properly
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issues with dot product probably, but might not be worth fixing
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mouse event e.which is deprecated
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fix door.isOpen actually meaning isClosed?
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make it so that when you are immune to harm you can either jump on mobs or you pass through them
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is there a way to check if the player is stuck inside the map or block
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trigger a short term non-collide if that occurs
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(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
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******************************************************** LEVELS ********************************************************
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labs - procedural generation
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bugs
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mob spawns shouldn't be based on probability?
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style
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graphics look too bright?
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add shadows and lighting and graphic details?
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what about performance?
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with the mobs staggered spawning it should be fine
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feel
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disrupt the flat ground
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less platforming / easier platforming
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the spinners on exit are still too hard...
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make combat more interesting
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is it laggy?
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in loot room, spawn mobs after power up is grabbed
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more background graphics, better colors
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loot room:
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make it more interesting to get the power up
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slow player and reduce damage in region
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increase the size of the region
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don't have space for much
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make graphics more unique
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push player away, so that normal pick up methods don't work, but add a button to disable region
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room ideas -
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portal room
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endlessly falling blocks down a slide, that the player has to climb up
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portal + rotor + falling blocks = perpetual motion
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slime room
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sound room, with buttons to control sound
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color room with r,g,b buttons to control color
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mob buff zone: Map element: "Orbital Pickup Zone": Mobs that enter a specific area of the map gain +1 orbital per second, or a shield
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could put in the loot room
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|
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buttons can now on/off boosts
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|
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repeat map in vertical when you fall teleport to above the mab, as if the map repeats
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camera looks strange when you teleport player with a high velocity
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|
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map element - player rotates a rotor that makes a platform go up or down
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||||
|
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level element: a zone with wind, anti-gravity, extra gravity
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control with button
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|
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map: observatory
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button controls rotation of telescope
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laser beam shoots out of telescope
|
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button opens the dome
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|
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******************************************************** MOBS ********************************************************
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mob mechanics
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use the force at a location effect, like the plasma field
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Matter.Body.applyForce(who, path[1], force)
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mob - after taking damage
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release seekers
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teleports
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|
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hop boss:
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AoE damage when landing
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pull in player? and blocks?
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extra gravity on falling?
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immune to damage while falling?
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mob: molecule shapes - 2 separate mobs joined by a bond
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use constraints: just spawn 2x or 3x groupings
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low friction so they can spin around
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spin when attacking player?
|
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increase constraint length when attacking
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|
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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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if mobs can't see player, they could check to see if they can find player in the past
|
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https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
|
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write find in spawn undo exploder, but commented out
|
||||
|
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Mob: "Tentacle": Sits on wall. Is a black blob. When you get near it, reaches out and grabs you, similar to wires. Does not deal damage.
|
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maybe it could be immune to damage? but it is spawned by an actual mob
|
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|
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level Boss: fractal Sierpiński triangle
|
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https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
|
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spawns a 1/2 size version of the boss, this version can also spawn a smaller version, but it is capped at some size level
|
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they spawn once at the start of the level
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if a version dies, one can be replaced every ten seconds by the largest version
|
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|
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give mobs more animal-like behaviors like rain world
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mobs play, look for food, explore
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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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|
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mob: wall mounted guns / lasers
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not part of randomized mob pool, customized to each level
|
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|
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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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******************************************************** LORE ********************************************************
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@@ -342,7 +312,6 @@ possible names for tech
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strange loop
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holonomy - parallel transport of a vector leads to movement (applies to curved space)
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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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uncertainty principle
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swarm intelligence - for a drone tech
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genetic algorithm
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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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