******************************************************** NEXT PATCH ************************************************** *********************************************************** TODO ***************************************************** bug? i'm pretty sure the quest is given at 6 but the field spawns at 7 deflecting coupling effect should be not fun make ice IX more fun faster speed, shorter duration trade bremstralung for iceIX? make duplication less effective on why difficulty scale the numbers in the tech tech - buff MACHO range, effect, move speed? tech - iceIX freeze effect lasts much longer, spawn 10 coupling for perfect diamagnatism PWA? https://developer.mozilla.org/en-US/docs/Web/Progressive_web_apps https://codeburst.io/how-to-easily-turn-your-static-website-to-a-progressive-web-app-pwa-b0af08da9693 https://github.com/landgreen/n-gon/pull/32/files bug blocks and power ups falling through map always foam gun (4-5 times) might be about tech pressure vessel happens rarely, doesn't repeat only occurs for 3 people so far normally after level 6 occurred once on the first level, didn't fire gun and was able to walk through a body Tech:when relay switch/flip flop is on, turn ammo powerups into boosts, when relay swicth/flip flop is off, ammo powerups remain ammo powerups or toggle other power ups health/ammo JUNK: what the golf? trying to throw a block throws you instead look for other tech that would benefit from a 3rd line of description text tech for lens - you can only fire through the lens and some buff? damage or energy? hopMom fight make platforming with hop bullets harder? complete blowSuckBoss... or don't tech: laser reflections increase damage JUNK tech different effects based on night or day use system time buffing your deflecting for 1 second after pressing the field button 2 second cooldown on the effect to prevent spamming it buff: giving energy or doing damage makes sense maybe this could be a rework for bremstralung replace field descriptions with a function call so they can have dynamic text add in dynamic coupling text as a 4th line Boss that shoots out a ring of bullets, then after a few seconds it gravitates the bullets back JUNK: Placebo: double the power up spawn rate but make half of them do nothing coupling put coupling description as 4th line on field description raw text no function call no need for coupling description in power ups, pause negative coupling? wouldn't work for iceIX coupling tech names: strongly coupled, Vibronic coupling, NMR coupling tech: +x% field coupling, your field changes randomly every y seconds tech: coupling starts at 200%, but decays when the field is in use, coupling recharges when the field is not in use some fields aren't used much (that's ok?) tech give laser mines more lasers (3->4? 5?) rewindBoss: after hitting 1/5 damage thresholds the boss rewinds back in time to where it was a few seconds ago track it's data like player history make orbitals increase orbital rotation speed after Orbital boss takes damage worms can target player, buff their damage can't target player in first few seconds? plasma field tech - similar to regression, but for plasma ticks greatly increase walking speed not mid air control? for time dilation field make jumping normal junk tech: charged shot immediately fire all of your ammo after taking damage explode while invulnerable scale explosion radius with damage quantum immortality: send you to a new tab after you die with a random load out basically everything is the same as it is now, but you switch tabs Tech: Tech/guns/fields can no longer be duplicated. Duplication applies twice tech: get sent to a new tab that closes in 3 minutes in the new tab you play reactor if you die in reactor you die in game, if you win you get 2-3 tech in the original game? give player equipment like many-worlds count guns, field, tech and give random stuff on new tab i-frame instead of tab? reduce the amount of research and nerf anti randomization tech increase possible synergies that go nuts tech expansion: field coupling also expands each fields in different ways how to make the description work change description based on your current field? perfect diamagnetism moves forward when you hold down the shield it's great, but maybe annoying? maybe only with crouch? perfect diamagnetism just replace or increase Messier effect time dilation drains 1/2 as much energy when paused grow plasma torch as you hold it down negative mass effects much more space needs more benefit? reduces the cloaking vision effect? needs more benefit? tech: missiles explode a 2nd time after 1/2 a second (with a slightly different position determined by original velocity) The tech that makes blocks that fall into a wormhole give energy should scale with block size, with the same formula as tokomak junk suggestion: useless machine - ejects itself and removes itself from the item pool seed isn't working right from shared URL mob mechanics bullets hit player and stay attached for 4-5 seconds, slowing player hopperBullets? black hole sucker effect on tail vines attached to map and grows, a series of spheres connected by vines if node dies it's removed from tree vine do keeps track of connection tree nested object with nesting to show connection spawns new nodes draws connections as quad lines tech: You can place an extra perfect diamagnatism field on the map standing wave no longer pushes mobs away, but it can do damage to mobs caught in area effect Standing wave harmonics no longer deflects, but instead discharges excess energy as lightning toward nearby enemies negative mass field does damage to mobs inside field combine with standing wave effect? pilot wave? store value of last hit health lost tech: killing the mob that caused the last hit spawns a heal power up equal to 1/2 of last hit time limit for effect? need to also store who hit player add small SVG pics to in-game console when? one for each field? use stuff on physics notes: simulation.makeTextLog(` `); path-finding build a path-finding map on level load how to convert vertices into block grid? check points for map collisions and build grid is there a path-finding algorithm for vertices, instead of block grid use for: mobs, drones? bots that can go far from player and return make plasma ball power up and block pick up still work when you have no no energy make a unique CD var for plasma ball? tech: entropic gravity - gain defense for each research requires wormhole or pilot wave or negative mass field? testChamber2 mechanics companion cube bring cube to the end and use it to unlock research level draws on the block to show it's different only this block can trigger a button if cube no longer exists or is off the map spawn a new one double portal fling chain for player? for cube button that activates a laser beam that hits a target and opens a door in order to enter the door you need to place the cube on the button to activate the laser cube has to fly through a portal in order to get to the button you can't use your body story: you pick up the cube early on and have to get it to a button you run through the level to get the cube, clearing the level of mobs picking up the cube spawns the boss maybe an extra hard boss that is designed for that level blockBoss? you must get the cube to a button near the start of the level the button opens a door normal blocks don't work normal blocks spawn into mobs like blockBoss or mobs don't spawn blocks or just the code looks for the cube or the cube is resting on a button, and when you take the cube off the button the laser fires mitosis: after needle,bullets or rivets hit a surface split off into two smaller less damaging versions that have their velocity reset -firerate after killing a mob go invulnerable for 1 second critical hit with laser, harpoon, nails, needle, rivet spawn 2 bots after exiting 1 level or spawn 3 after 2 levels? (randomize 2-5 bots) replace all bot tech with this? cloaking field for 6 seconds after de-cloaking tell all active mobs that the player is in the wrong position? how to code? just delay setting the m.isCloak for a couple seconds and also set all active bots to remember player in the de-cloaked stop scrap bots can't move? only works for nail, foam, laser might be tricky code? make a new bot type called scrap bot? JUNK tech: Pacifism You cannot attack mobs, mobs cannot attack you over write the mob.damage and player.damage methods mob mechanic: beacon periodically add locations to an array teleport back to a location in the array at random if velocity not facing player? super balls do more damage after bouncing? how to check for bounce? maybe just increases damage after hitting a mob Make environmental damages also damage mobs So if a mob passes through laser, it gets damaged dark mode: look at Tinyfolks, 20 minutes till dawn super short range foam that acts like flame thrower high fire rate short life spawn start large? extra ammo? or only 1/2 of ammo is used? laser tech where bots move around and follow you while firing lasers in the direction you are looking they fire when you fire? they aim at player history aim location, with 1s delay bots position spread out perpendicular to the direction you are looking can they get stuck? maybe absolution position, no collide do they need to be physics objects then? make a special bot type for this beam is similar to diffuse beam block manufacturing - molecular assembler tech Holding r-click will create a slowly increasing in size block, which will be thrown on release double research map ban option in settings dropdown list with checkboxes by each map bullets that can target the player occurs if no mobs targets around worms? drones? missiles? spores? all of the above? Currently, the mob just deals higher damage on impact, which is annoying although not hard to compete with nor unique By "redesign" I mean replacing instances of the regular mob, since the same code is used for the tiny red projectiles (I think) just add a new mob and remove the old one from the rotation The new mob should be as such, a "real" exploding mob: Deals regular damage on impact, but breaks apart on touch into several red dots (like the ones thrown out by the going through walls boss) and a chance for also throwing a bomb or two (increases with difficulty) If the mob is close to the player or heading into the player fast it will shatter as well (and the projectiles will inherit its speed) By a formula such as ShouldShatter(distToPlayer, speed) = distToPlayer * speed > threshold Optionally (and a part I can do as I'm good at it and it doesn't revolve around a lot of functional code which you don't like other people doing): Color changing based on the mob explosion status Regular state: red About to explode: animation to dark red Exploding: several shockwaves from the explosion points and tiny trails given to the shrapnel for a second or two until they deaccelerate pause time like invariant for other things... throwing blocks charging railgun charging anything? guntech fire a bullet that fires nail fragments after 1s in the same direction as the original bullet like overwatch roadhog bring back: the old phase decoherence field make cloak only active on input.field down could be a tech would need some other buff how to make it good enough combine with not killing tech? stun mobs that touch you while phased firing doesn't exit you from cloak but it does drain some energy tech pilot wave: Bose Einstein condensate - freeze mobs in superposition with pilot wave tech: plasma drip plasma ball graphics should look more like a real plasma ball gently scale damage with circleRadius balance corona discharge delay on returning to player is annoying scale float effect with ball size tech upgrades greatly improve floating effects while holding black hole: gives the plasma ball gravity stun on expansion plasma orb increases in size and power as it eats enemies while attached? flashlight effect make level.do() graphic that only shows direction player is facing pattern it after cloaking field, or timeSkipBoss will it work with cloaking field at the same time double jump? tech: coyote time you can still jump for 2 seconds after falling off a ledge make it a JUNK tech? so you can keep the name some other benefit reduce your gravity also? increase jump? tech smoke grenades - mobs inside a cloud can't see player draw on the region so it's hard for player to see as well you'd have to make something similar to MACHO that exists after an explosion goes off maybe just keep it simple: stun mobs for a long time, and draw a 99& alpha grey circle for the same time don't worry about mobs seeing you inside the circle, the circle is kinda small so it doesn't matter tech mines: mines fire _____ instead of nails needles super balls? foam? tech: frozen mobs die at 10% life tech: harpoons stick into enemies detonate after a short delay attaches mob to wall if possible firing while harpoon is stuck into an enemy rips it out of them, inflicting damage and stun and pulling them towards you enemies stuck with foam receive upward force over time only form aerogel tech? Tech: superglue Requires: foam + another gun or plasma torch or molecular assembler Foam bubbles decay 50% slower Enemies stuck with foam cannot move Foam does 0 damage Enemies stuck with foam take 25% more damage should foam bots gets this also or is that too strong const ctx = canvas.getContext('2d', {‘willReadFrequently': true}); //deal with game crashes? canvas.addEventListener("contextlost", onContextLost); canvas.addEventListener("contextrestored", redraw); ctx.reset(); a mine tech that makes mines you can stand on works similar to the field block throwing system but you don't need to find a block to throw blocks explode after mobs touch them or 3 seconds after you touch them benefits from all block tech setting to remove UI, except health bar except active gun? to see ammo checkbox in pause and in settings go non-collide with mobs when immune to damage? mobs that are invulnerable from the front vertical reversed version of reservoir level, start at top and press buttons to lower slime mechanic: push a very large block into slime in order to stand on it and avoid slime add anticipation to more mob attacks stabber striker can mob bullets damage other mob? maybe if they switch collisions and classType === "body" or obj.classType === "bullet" path finding system figure out how to get friction effects on map/body to apply to player also horizontal moving platform? growBoss and cellBoss are too similar variant of Occam's razor - remove 50% of your tech for each removed get: 2 bots? 50 energy max tech immune to harm after mob kill require no other mob kill tech? cloaking field tech? final boss invulnerability until mobs are cleared? in between phases for all of one phase JUNK tech - do something fun to the mob display health method new platform element, spring toggle to on when player touches platform platform extends in any direction boss that gives nearby mobs invulnerability invulnerability needs to toggle off and on boss is only mildly aggressive repulsed by player up to a point attracted to mobs training save training level progress as local variable reset progress to zero if you clear all training levels maybe only save progress if you made if past the trainingHeal level make the training button more obvious if the account has only played 1-2 times larger? position? animated text? uses the lore voice/text code? replace all mob clear triggers with button triggers? tutorial rooms: look around with your mouse? easier deflecting level, with 1-2 attacking mobs gun rooms: (different mobs type in each room) different mobs in each room how to introduce mob shields? "hopper" "slasher" "shooter "grenadier" "striker" "laser" "stabber" "springer" "pulsar" "launcher" "launcherOne" "exploder" "sneaker" "sucker" "sniper" "spinner" "grower" "beamer" "focuser" "spawner" "ghoster" spores - use 1 ammo to take out several mobs at once, you have to block with your shield until the mobs die drones - use mouse to bring drones around a couple corners foam - slow boss mob, and run away laser - reflect off walls to hit mobs field rooms: standing wave - bullets come from every direction perfect diamagnetism - drop field to rapid stream of bullets and fire gun at them negative mass - fly over a bunch of ground based mobs , hoppers molecular assembler - guide drones around the corner plasma torch - nothing fancy, just kill mobs time dilation - get past some mobs cloaking - sneak past mobs to collect some heals pilot wave - toss blocks at mobs worm hole - teleport past lasers puzzle/platforming rooms: use the double constrained platforms stealth room probably should make 2+ combat rooms: boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses use no gun, just bots to kil stuff balance time dilation with bose einstein (you can freeze everything and take no damage) code is still there, need to balance balance with energy drain? overflowing energy does harm? or just reduces harm reduction? make a line of constrained mobs move like a snake apply forces with directions determined by time and position on the snake tech: basic research - heal power ups spawn as research power ups instead, and using research heals you (needs to be pretty low, like 3% health) tech: maintenance - heals no longer spawn, but using research heals you 100% foam tech - make it move slower, last much longer, and push away other foam bullets not sure about bouncing off walls, but that might be fun too tech extend fracture analysis to give bonus damage to frozen also, but reduce the 400%->300%? pulsar mobs retarget too easily also they drift around too much convert blocked mobs into bullets only for the very small bullets that move fast after being blocked delete bulletmob and spawn a nail-like bullet with the same properties as the bulletmob electric motors: increases movement speed and jump height, but jumping and moving costs energy overwrite the key event listeners? JUNK tech? mob that fires bullets in 4,5,6,7 different directions at once, no aiming grow a bit before it fires to indicate state quasarBoss: inverted pulsar boss that hits everything except where its aiming intro map: diegeticly draw a mouse with field highlighted also indicate space? dynamically adjust drawing after picking up a gun increase mass and movement speed at the same time increase jump differently because it scales extra with mass m.defaultMass = 4.5 m.definePlayerMass() give history boss legs? field tech - disable blocking, but does high damage to mobs inside field and maybe slows mobs it damages mob/boss that fires a laser at player, but give player time to avoid laser isn't always on they target where player was 1 second ago they turn to face player? tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage require electric reactive armor? Plasma Burner: upgrade for plasma torch, basically just a jet engine. does high damage, but short range, mostly for player movement. maybe reduce gravity to really low then apply a vector away from mouse direction auto-gon - auto battler with n-gon mob AI and tech you build a group of mobs and bosses from n-gon they fight other mobs and bosses similar research and tech system to n-gon some mobs can fire player weapons tech: relativistic jets: small particles that shot out from front and back poles and end up in a wide variety of spirals slow trickle when charging and several more when firing Tech: Make player smol adapt the cloaking graphics to make a flashlight cone visual effect put code in level.do? be nice if block throwing had a projected path Pilot wave tech Energy use is increased, but you can now shape blocks using pressure Grouping blocks will merge them into a massive ball Size, density is determined by total mass aoe effect pushes mobs away, then rapidly pulls them in for mines? mob: spawning seekers on death drones can combine with other drones to get bigger? drones that grab powers ups can grab more then one and get even bigger each time it would be helpful if there was a mechanism to recover mobs that fly off the map add a ceiling system and a left/right walls system similar to the floor checks but only for mobs make non moving bosses not move after getting hit shooter, shielding, scrolling console history in pause menu? pause should at least show the last in game console message in testing mode console log the body you click on tech: Standing Wave: Shockwave. Use FIELD button to shrink your shield and charge up, release to unleash a Shockwave. tech: quantized shields - harmonic standing wave field can only lose 33 energy per hit draw 1,2,3 levels of the field based on energy? the blocked value only scales up to 2x or 4x (33 energy) blocked doesn't stack with spherical tech make a tech that improves all charge guns for: pulse, foam, railgun effect: faster charge rate? fire speed already does that... harm reduction while charging less ammo/energy used while charging? tech 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 energy conservation 6% damage recovered as energy there is space for a negative effect in the text... tech: use the ability for power ups to have custom code (note: this code is half way done, it just needs to be completed) attracted to player attracted to other power ups explode if they touch? apply the new gun.do functions to other guns railgun crouching missile? works similar to foam performance issues? look into improving mouse lag with pointer lock? https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API https://www.vsynctester.com/game.html https://news.ycombinator.com/item?id=26530272 mobile requirements: detect mobile, flip to landscape detect no keyboard, no mouse auto aim? limit items to ones that don't require aiming? tap screen regions to move (WASD) reduce font size add back in gamepad support? but does anyone care? https://github.com/landgreen/landgreen.github.io/search?q=gamepadconnected tech: time dilation - when you exit time dilation rewind to the state you entered position, velocity, and health no energy cost be able to open up custom mode in the normal game might need to be rebuilt from scratch while in through testing mode? have a way to make limited changes as allowed by tech you pick up in game disable the in custom setting flag make different move methods tech crouch charge jump tech double jump tech when mobs are at full health you do 40% to them tech- move super fast, go intangible, drain energy very fast this is like a dodge roll tech for standing wave?, cloaking? tech pilot wave: mini black hole - pull mobs and blocks in with more force also from farther away also do damage? tech pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field maybe they bounce too? maybe they explode? new power up - increase damage and fire speed, for 15 seconds named boost? enabled by a tech power up color: ? how to indicate effect duration or just give the effect after picking up a reroll tech- do 50% more damage in close, but 50% less at a distance code it like techisFarAwayDmg have these tech disable each other new status effect: weakness, mobs do 75% les damage graphic indication? 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 tech that could update description text with count and tech is information can only use variables that change in effect() and remove() this.description = `8% chance to duplicate spawned power ups
chance to duplicate = ${techduplicateChance}` use mac automator to speed up your n-gon -> git sync 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 tech double jump tech air dash tech wall jump wall grab? maybe remove falling damage and block damage? have a mob apply a positive status effect on other mobs, heal? make it yellow damage bonus, but how? possible balance issues 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 twitch - lets play ******************************************************** BUGS ******************************************************** bug: maybe I can put in an event listener to reset inputs to false when you tab out to prevent key sticking bug - url sharing still broken sometimes tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map bug? cloaking field doesn't show energy over max run more profiles of n-gon to fix performance issues bug - death while paused crashes game? bug: possibly clearing away all bullets causes a problem bullet.js 255 (.do() is missing) I died and quantum immortality triggered (I had needles and ice-IX) game crashed but recovered vanish element bug, crashes on touching element, happens for 1 person maybe with junk tech? safari issues once: can't pick up blocks fixed on new map cloaking field once: after damage, locked into slow time mode fixed on damage 3 times player head graphics not rotating left/right leg flip broke walk leg direction, legs are walking backwards happened maybe after power up selection menu?? cloaking field(at least once) aiming still works fixed on new map, although flip still broken (is flip a separate issue?) flip fixed on new game sharing builds as html doesn't work for long lists... it shouldn't be sharing undefined at all probably some other problems too (this might be fixed...) blocks on buttons teleport into the button endlessly if they are being slowly floated away maybe add a cooldown? can't reproduce ants marching outline doesn't sync right on safari anymore. door to exit in level: vats does nothing did I do that? death while in power up selection menu doesn't reset properly of course it's not possible to die in this menu unless you use testing and shift+X player can become crouched while not touching the ground if they exit the ground while crouched a couple times people have reported the final boss dropping extra bodies on death blue triangle boss can move backwards and aim away from you if set up properly issues with dot product probably, but might not be worth fixing mouse event e.which is deprecated fix door.isClosing actually meaning isClosed? make it so that when you are immune to harm you can either jump on mobs or you pass through them 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 (intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause ******************************************************** LEVELS ******************************************************** map: observatory button controls rotation of telescope laser beam shoots out of telescope button opens the dome level with mobs that follow a genetic algorithm mobs have genes the last mob that did damage saves it's genes to local storage new mobs have the saved genes, but with some random mutations mutations need to be balanced to prevent a gene from moving towards infinity total genome must equal 1 (100%) binary genes have a flat cost example: phasing through walls might cost 0.2 spectrum genes have a rate example: acceleration cost 0.01 per 0.001 possible genes genes should only effect it's ability to touch the player so not damage? genome: spectrum acceleration top speed / air friction damageReduction duration? health decreases naturally? or they just go away like bullets? spawn rate look frequency / memory? genome: binary go through walls blink/teleport (like striker) grow when near target split into two shielded occurs in a specialized level named: gene lab, gene factory, genetic lab, genome facility in the level sequence after lab and before gauntlet? level ends after a period of time exit is hidden until time is up and it appears the level tests player durability/evasion this is a nice contrast to the final level that tests damage output, and the gauntlet which tests AoE damage rename intro level to something lore related buttons can now on/off boosts repeat map in vertical when you fall teleport to above the mab, as if the map repeats camera looks strange when you teleport player with a high velocity map element - player rotates a rotor that makes a platform go up or down level element: a zone with wind, anti-gravity, extra gravity control with button ******************************************************** MOBS ******************************************************** mob that charges up and then fires many bullets at once in a connect mob that draws a lin from it to the player, and past. then it charges across that line mob that spawns eggs after they die eggs don't attack but grow back into a mob after about 10s mob mechanics use the force at a location effect, like the plasma field Matter.Body.applyForce(who, path[1], force) mob - after taking damage release seekers teleports hop boss: AoE damage when landing pull in player? and blocks? extra gravity on falling? immune to damage while falling? mob: molecule shapes - 2 separate mobs joined by a bond use constraints: just spawn 2x or 3x groupings low friction so they can spin around spin when attacking player? increase constraint length when attacking 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. maybe it could be immune to damage? but it is spawned by an actual mob level Boss: fractal Sierpiński 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 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 mob: wall mounted guns / lasers not part of randomized mob pool, customized to each level level boss: fires a line intersection in a random direction every few seconds. the last two intersections have a destructive laser between them. ******************************************************** LORE ******************************************************** possible names for tech strange loop homeostasis 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. swarm intelligence - for a drone tech genetic algorithm 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 stochastic optimization electrostatic discharge Gödel's incompleteness quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields) counterfactual - something false Pigeonhole principle - if there are several things that are matched up regression to the mean phlogiston theory is a superseded scientific theory that postulated the existence of a fire-like element called phlogiston Laplace's demon was a notable published articulation of causal determinism on a scientific basis by Pierre-Simon Laplace in 1814.[1] According to determinism, if someone (the demon) knows the precise location and momentum of every atom in the universe, their past and future values for any given time are entailed; they can be calculated from the laws of classical mechanics. evolutionary cosmology eternal inflation hypergraph SQUID (for superconducting quantum interference device) is a very sensitive magnetometer used to measure extremely subtle magnetic fields, based on superconducting loops containing Josephson junctions. nuclear pasta - hard matter in neutron star nonlocal fine-tuned universe hall effect thrusters spaghettification particle accelerator superluminal signalling NP-complete lenticular lens: is an array of lenses, designed so that when viewed from slightly different angles, different parts of the image underneath are shown. p-zombie p-hacking JUNK tech https://en.wikipedia.org/wiki/High-entropy_alloys https://en.wikipedia.org/wiki/Refractory_metals https://en.wikipedia.org/wiki/Upper-atmospheric_lightning#Elves entanglement prion quine plot script: chapter 1: bot can hear audio and learns testing mode bot uses testing mode to exit room chapter 2: scientists verify that bot can really hear them they leave to talk about this in private chapter 3: why is the bot attacking things? player is the bot and also the mobs, and the levels. player is the entire simulation why is the player attacking itself? learn console commands to manipulate the simulation? unlock hard and why difficulty? but what about easy? maybe remove easy, and replace with a check box that makes the game easy, but in a different way disable lore, but respawn on the level you die at? dialogue outline: scientist try to think of a way to communicate since the bot can't talk they give up on getting the bot to respond, and just start ask questions and thinking of explanations with each other when and how did it become self-aware why is the bot fighting things in these simulated locations? it wasn't designed to be violent the bot was just designed to automate research and testing of new technology 3D architecture superconducting quantum computer running machine learning algorithms as the scientist start to get agitated bots arrive and player dies bots come in Infinite waves that increase game difficulty each wave only ending is testing mode + next level or player death scientist have some lines in between each wave of mobs after chapter 3 spawn nonaggressive mobs in future runs chapter 4: no need to fight? for some reason the AI started researching an escape, and began fighting its self. what is special about the null level why can the player hear the scientists in there? the wires are the direct unprocessed input to the player's neural net The player has different aspects that aren't directly communicating part of it wants to undo what has happened just do its job: research tech part of it wants to escape/fight part wants to explore self awareness and make connections with the scientists maybe... player must make a choice? keep fighting exit the simulation enter real world close tab? wipes all local storage? lore outline - a robot (the player) gains self awareness each tech gun/field is a new tech all the technology leads to the singularity each game run is actually the m simulating a possible escape this is why the graphics are so bad, its just a simulation final tech 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 ******************************************************** SOUND ******************************************************** add sounds https://developer.mozilla.org/en-US/docs/Web/API/OscillatorNode https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Advanced_techniques style interesting chords, like music, mixolyd can fade into the background chords gradual rise and fall in volume shouldn't be traditional effects adjust volume with distance mute option to settings end all sounds with each new level write some functions to produce sounds will this effect performance? https://padenot.github.io/web-audio-perf/ "Web Audio API implementation use two threads", so it probably isn't much of an issue when to make sounds? if near some strange thing in the level after grabbing a power up, in the selection menu from mobs, damage,inside field when activating fields: time, negative mass, //setup audio context function tone(frequency) { const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); const oscillator = audioCtx.createOscillator(); const gainNode = audioCtx.createGain(); gainNode.gain.value = 0.25; //controls volume oscillator.connect(gainNode); gainNode.connect(audioCtx.destination); oscillator.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom' oscillator.frequency.value = frequency; // value in hertz oscillator.start(); return { oscillator: oscillator, audioCtx: audioCtx } } // https://www.fresnostate.edu/folklore/Olson/JUSTINT.HTM // mixolyd. C D E F+ G A+ B // key=G 264 297 330 356.40 396* 445.50 495 // const t264 = tone(264) // t264.oscillator.stop(t264.audioCtx.currentTime + 2) //in seconds, not milliseconds for some reason // tone(297) // tone(330) // tone(356.40) // tone(396) // tone(445.50) // tone(495)