working on mods, added death at 12% mod
This commit is contained in:
164
js/index.js
164
js/index.js
@@ -1,168 +1,4 @@
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"use strict";
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/* TODO: *******************************************
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*****************************************************
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mod - mobs die at 15% life (default is 5%)
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mod - negative mass field - mke block orbit player, like black hole boss
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named rotational frame-dragging
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mod - energy recharges faster when not moving
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lore - a mech gains self awareness
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each mod/gun/field is a new tech
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all the technology leads to the singularity
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each game run is actually the mech simulating a possible escape
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this is why the graphics are so bad, its just a simulation
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final mod is "this is just a simulation"
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you get immortality and Infinity damage
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the next level is the final level
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atmosphere levels that explore lore
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give the user a rest, between combat
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low combat more graphics
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large rotating fan that the player has to move through
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nonaggressive mobs one mob attacking the passive mobs
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in the final level you see your self at the starting level, with the wires
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you shoot your self to wake up?
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wave beam - needs a serious buff, its not fun, and it needs more damage
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shorter range, higher dmg, faster wiggle
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mod: wave beam - speed up the wave beam and reduce the wave amplitude to improve targeting at range
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shotgun - even more short range effects
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mod: flechettes - each burst fires an extra flechette
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mod: flechettes - stick into mobs and do poison damage, like foam
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mod: foam - does extra poison dmg (to get past shields)
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mod: vacuum bomb - does a constant suck
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mod: shield harmonics - large field radius
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mod: shotgun - fire extra shot
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but also increase spread?
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speed up movement
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higher gravity, larger jump force
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faster horizontal acceleration
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only increase top speed a bit
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mob: targeting laser, then a high speed, no gravity bullet
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add difficulty slider to custom?
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add recursive mod counts to pause screen
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key required to open the exit to some levels
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must hold key like a block
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could the key be any block?
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css transition for pause menu
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field that pushes everything back, and can destroy smaller blocks
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converts blocks into ammo power ups
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mod: make player invisible when...
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use the flag from phase field
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when health is low?
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field: a larger radius that attracted enemies
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still deflected them near the robot
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convert the health of mobs into energy when they are being attracted
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mod: chance to not die from fatal damage
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also push mobs and bodies away?
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also heal?
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mod: bot that fires minigun bullets
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only fires when your mouse is held down
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mod: do extra damage based on your speed
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do more damage when not moving?
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take less damage when not moving?
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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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missiles don't explode reliably enough
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they can bounce, which is cool, but they should still explode right after a bounce
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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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mod: do something at the end of each level
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heal to full
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should still be effected by the heal reduction at higher difficulty
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give ammo to current gun
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give goals/quests for each level
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how to track goals?
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take no damage
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don't shoot
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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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suck in nearby mobs, power ups?, blocks?
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sucked in stuff increase size
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uses energy
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hold above the player's head
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Boss levels
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sensor that locks you in after you enter the boss room
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boss that eats other mobs and gains stats from them
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chance to spawn on any level (past level 5)
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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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new map with repeating endlessness
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get ideas from Manifold Garden game
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if falling, get teleported above the map
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I tried it, but had trouble getting the camera to adjust to the teleportation
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this can apply to blocks mobs, and power ups as well
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field power up effects
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field allows player to hold and throw living mobs
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and hack mobs
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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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*/
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//collision groups
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// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield
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const cat = {
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