******************************************************** NEXT PATCH ******************************************************** ******************************************************** TODO ******************************************************** try crosshair invert colors tech wave gun - no bullets just draw circle arcs that do damage to mobs near the circle arc 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 in testing mode console log the body you click on make a tech that improves all charge guns for: pulse, foam, rail gun 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 Weak Anthropic Principle: you get a second chance at life, but .... 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? pause should show the last in game console message nail-gun, or .... 1s after being fired your bullets turn: towards the nearest mob in your mouse direction back towards the player current location or location when fired? explode when turning back apply the new gun.do functions to other guns rail gun 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 RPG default or tech: grenades detonate on your cursor / where your cursor was when they were fired 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 super balls start at 3, not 4 have to balance damage 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? wormhole - make it clear when the wormhole can and can't teleport to a location before the player clicks 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? redblobgames.com/articles/visibility https://github.com/Silverwolf90/2d-visibility/tree/master/src could apply to explosions, neutron bomb, player LOS 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 ******************************************************** 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 Why does micro-extruder lag so much 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.isOpen 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 ******************************************************** try out making the player's "eye" a bigger circle rename intro level to something lore related labs - procedural generation bugs mob spawns shouldn't be based on probability? style graphics look too bright? add shadows and lighting and graphic details? what about performance? with the mobs staggered spawning it should be fine feel disrupt the flat ground less platforming / easier platforming the spinners on exit are still too hard... make combat more interesting is it laggy? in loot room, spawn mobs after power up is grabbed more background graphics, better colors loot room: make it more interesting to get the power up slow player and reduce damage in region increase the size of the region don't have space for much make graphics more unique push player away, so that normal pick up methods don't work, but add a button to disable region room ideas - portal room endlessly falling blocks down a slide, that the player has to climb up portal + rotor + falling blocks = perpetual motion slime room sound room, with buttons to control sound color room with r,g,b buttons to control color 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 could put in the loot room 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 map: observatory button controls rotation of telescope laser beam shoots out of telescope button opens the dome ******************************************************** MOBS ******************************************************** mob bullets that explode (use the pulsar effect) mobs that explode before they die (use the pulsar effect) 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 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 write find in spawn undo exploder, but commented out 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 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 dynamical systems quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields) counterfactual - something false axion - maybe a 3rd dark matter type tech Pigeonhole principle - if there are several things that are matched up regression to the mean tessellation = tiling of a flat surface is the covering of a plane using one or more geometric shapes, called tiles, with no overlaps and no gaps. 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. Degenerate matter is a highly dense state of fermionic matter in which the Pauli exclusion principle exerts significant pressure in addition to, or in lieu of thermal pressure. evolutionary cosmology eternal inflation a tutorial / lore intro needs to be optional so it doesn't slow experienced players put something on the intro map maybe a button triggers something rename ? health -> integrity, unity heal -> also integrity, unity 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)