******************************************************** NEXT PATCH ******************************************************** mod: causality bots - before you rewind, build bots that protect you for for 7 seconds mod grenade: causality bombs - before you rewind, drop some grenades ******************************************************** BUGS ******************************************************** mod and mob are too similar (always) make it so that when you are immune to harm you can either jump on mobs or you pass through them (always) is there a way to check if the player is stuck inside the map or block trigger a short term non-collide if that occurs (4+ reports before potential fix) bug - crouch and worm hole? -> crouch locked in players have extra gravity might be from the short jump code add in a check every 7 seconds to try and fix it this fix was added and it is working maybe move the fix to once a second? (intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause (once) bug - mine spawned one new mine every second after sticking to the top right corner of a wall notes: had only gun mine, mod mine reclamation, field plasma, (repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping ******************************************************** TODO ******************************************************** combine fragmentation grenades that that mod that makes railguns fragment into nails into one single mod, and let it apply to shotgun slug mod: power up magnetism - power ups drift towards player where would this code go? super balls start at 3, not 4 have to balance damage RPG might need a buff retrocausality bomb should fire 3 grenades at once that spread out a small bit before they explode? this means you'd have to make grenades a method. make different move methods mod: crouch charge jump mod: double jump mod: when mobs are at full health you do 40% to them mechanic: failed technology - add mods to the mod pool with a dumb effect don't show up in custom? negative effect (one time effects are better to avoid code clutter) remove all your energy eject all your rerolls (not bad with dup) teleport to the start of the level remove your bots (requires you to have some bots) your bots are changed to random bots mod - move super fast, go intangible, drain energy very fast this is like a dodge roll mod for standing wave?, cloaking? spawn a few power ups on the final boss level mod pilot wave: mini black hole - pull mobs and blocks in with more force also from farther away also do damage? mod pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field maybe they bounce too? maybe they explode? bullet mechanic - a bullet that swims through the air rotate the velocity vector towards the normalized facing vector use the cross product > 0 to determine which direction to rotate the velocity lower recoil on nail shot gun? in custom make a top bar that is fixed use media rules to make the layout look nice bot that follows the players history 1st bot is at 5s, 2nd is at 4.5s, ... bots don't get too close to player run smoothing on position update, don't update if close to player, based on ordering effect: give player energy overfill damage mobs on contact damage bonus damage reduction push away mobs mob vision: look at player history build a new type of attraction for mobs if mobs can't see player, they check to see if they can see where the player was in the history if mobs can't see player, they could check to see if they can find player in the past https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding wormhole - make it clear when the wormhole can and can't teleport to a location before the player clicks time dilation - slow down the game engine by 1/2, but run an extra player cycle to simulate slow motion flavor - your bullets destroy blocks this isn't really a bonus, so maybe just add this as flavor to another mod/field/gun a chance for destroyed blocks to drop stuff power ups spores mod plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear) grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again extra energy is drained when field is longer using a reroll gives 3 options for mods, and 3 options for guns/fields/mods or 6 options for mods (rewrite mod selection to work with 1-6 options) the second stack of 3 mods could have repeats, so you don't have to write new mod code adjust css to make 2 columns of 3 can't use with cardinality new power up - increase damage and fire speed, for 15 seconds named boost? enabled by a mod? power up color: ? how to indicate effect duration or just give the effect after picking up a reroll Mod: "Solar Power": Energy regeneration is doubled while standing still run in the 1 second check mechanic - remove a random mod as a condition for picking up a really good mod mechanic - do something for 2 seconds after firing if (mech.fireCDcycle + 120) mod - do 50% more damage in close, but 50% less at a distance code it like mod.isFarAwayDmg have these mods disable each other mod - foam is attracted to mobs use a gravitational attraction model? could foam be attracted to other foam bullets too? or foam is only attracted to foam bullets that are stuck to mobs is this too computationally intense? name - static cling could also do bremsstrahlung radiation like damage on attachment field - one block orbits you, it can protect you a bit and do collision damage use field to fire and press field again to pull it back mod - more blocks mod - attach a permanent neutron bomb to the block lowers energy regen, but it can damage mobs repeat map in vertical and horizontal space or at least vertical space camera looks strange when you teleport player with a high velocity new status effect: fear - push mob away from player for a time new status effect - apply status effect to mobs that makes blocks attracted to them only lasts a few cycles or zero cycles and it doesn't need to be a status have some mobs spawn in later in the level (in hard and why modes) where at defined points in array levelSpawns = [{x:0,y:0},{x:0,y:0}] store the locations of mobs when the level starts to use as respawn points remove the locations that are close to player when? after some mobs are dead after the boss is killed look for mods that could update description text with count and mod.is information can only use variables that change in effect() and remove() this.description = `8% chance to duplicate spawned power ups
chance to duplicate = ${mod.duplicateChance}` mouse event e.which is deprecated add some more computer / AI stuff to the level lore text mechanic - shrink mech.baseHealth in a mod or field standing wave harmonics mod - push things away push scales with mass up to about 4 has a 25% effect on shielded mobs? push when using field key or push away at the peak of an oscillation or always push map element - player rotates a rotor that makes a platform go up or down use mac automator to speed up your n-gon -> git sync fix door.isOpen actually meaning isClosed level Boss: fractal SierpiƄski triangle https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle 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 they spawn once at the start of the level if a version dies, one can be replaced every ten seconds by the largest version level element: a zone with wind, anti-gravity, extra gravity control with button give mobs more animal-like behaviors like rain world mobs play, look for food, explore mobs some times aren't aggressive when low on life or after taking a large hit mobs can fight each other this might be hard to code isolated mobs try to group up map: laboratory rooms with switches that change physics gravity room portal room laser room radiation room a button that spawns a heal. mob: wall mounted guns / lasers not part of randomized mob pool, customized to each level atmosphere levels change the pace, give the user a rest between combat low or no combat, but more graphics explore lore find power ups in "wrecked" mechs representing previous simulations how you could leave something in one simulation that effects a different simulation Maybe some strange quantum physics principle. add text for player thoughts? simple puzzles cool looking stuff in the final level you see your self at the starting level, with the wires you shoot your self to wake up? nonaggressive mobs level boss: fires a line intersection in a random direction every few seconds. the last two intersections have a destructive laser between them. map: observatory button controls rotation of telescope laser beam shoots out of telescope button opens the dome map: prison doors linked to buttons mobs inside the doors? graphic idea: bezier curve that moves smoothly from mob to mob loops around player movement fluidity let legs jump on mobs, but player will still take damage like: ori and the blind forest, celeste many of the movement abilities in these games require levels to be built around the ability general feeling of responsiveness and control coyote time: can still jump a few cycles after leaving ground mod: double jump mod: air dash mod: wall jump wall grab? maybe remove falling damage and block damage? redblobgames.com/articles/visibility https://github.com/Silverwolf90/2d-visibility/tree/master/src could apply to explosions, neutron bomb, player LOS possible names for mods holonomy - parallel transport of a vector leads to movement (applies to curved space) Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other. have a mob apply a positive status effect on other mobs, heal? make it yellow damage bonus, but how? possible balance issues boss levels - small levels just a boss, and maybe a few mobs boss level for timeSkipBoss because of game instability for boss on normal levels this might not fix issues an effect when canceling a power up ammo? heals? 50% chance for a mod, 25% heal, 25% ammo css transition for pause menu animate new level spawn by having the map aspects randomly fly into place n-gon outreach ideas blips - errant signal on youtube reddit - r/IndieGaming hacker news - show hacker news post paste this into console to see fps javascript:(function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//mrdoob.github.io/stats.js/build/stats.min.js';document.head.appendChild(script);})() ******************************************************** LORE ******************************************************** lore - a robot (the player) gains self awareness each mod/gun/field is a new tech all the technology leads to the singularity each game run is actually the mech simulating a possible escape this is why the graphics are so bad, its just a simulation final mod is "this is just a simulation" you get immortality and Infinity damage the next level is the final level when you die with Quantum Immortality there is a chance of lore text can the (robot) (escape captivity, and learn new technology) while managing (health, energy, negatives of technological upgrades) to overcome the (mobs, dangerous levels) to achieve a (technological singularity/positive technological feedback loop) game setting: the mind of a new AI in a robot body that is running simulated escape attempts every level is an idealized version of what could be outside actual setting is: near future lab the lab combined a quantum computer with a robot body they started running machine learning algorithms this led to general advancement in many computation fields navigation, technology, self awareness, ... robot AI mind has been researching new technology thinks it needs to escape to learn more about the world doesn't yet understand morality thinks that the world is filled with minds like their own models everything as very simple and random, it isn't sure what to expect robot AI growth learns morality game theory says that it isn't a viable strategy to kill everything (warGames) learns about the actual world learns about the nature of foundational physics, metaphysics how to find meaning AI knows about: the AI knows a great deal about technology children's books AI doesn't know about: modern pop culture outside the lab robot AI communication output to bottom left message tab title? style make it look like a computer terminal mono space font square edges in baby talk? with random ASCII gibberish letters end each message with a hexadecimal encryption code/hash message after selecting each new (mod / gun / field) put messages in (mod / gun / field) method at start of run write custom dialogue for field / guns / mods used in last game you'd have to store an array of guns/fields/mod used last game n-gon escape simulation ${random seed} say something about what mobs types are queued up, and level order add an ending to the game maybe the game ending should ask you to open the console and type in some commands like in the end of doki doki mirror ending (if no cheats) level after final boss battle is the intro level, but flipped left right, with a fake player damage the fake player to end the game message about go outside no ending (if cheats) game goes on forever also game goes on if player attacks, the fake player game never ends if you have used cheats