*********** NEXT PATCH *********** mini black hole mobs travel through walls mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining removed rail gun mod - frame dragging bug fixed - rail gun bugs out when your charge speed gets very low mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds ************** BUGS ************** bug - crouch and worm hole? -> crouch locked in bug - getting locked into crouch on community levels, but showing the player as still standing bug - capping the fps causes random slow downs, that can be fixed with pause 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, bug - mines spawn extra mines when fired at thin map wall while jumping ************** MODS ************** mod - self destruct - drones explode when they die drones lose extra time on collisions, so they often explode after a collision mod - a bot that eats up health and ammo, but poops out a mod (10 power ups = 1 mod?) or it poops a reroll after picking up 2 heal/ammo requires the reroll -> bot mod 4 rerolls can convert to a bot, also 1 rerolls can convert to 5% damage the mods that do those effects could be required before you see this bot it passes through walls moves slower then the player so you can get to it before the bot if you hurry disable crystalized armor? mod - rerolls give at least 1 mod that applies your field and gun if possible give fields and guns a tag also spawn a few rerolls for balance? mod: take less harm if you are in the air require squirrel cage rotor mod - explosions apply radiation damage over time or spawn a neutron bomb with a short timer mod - remove a random mod as a condition for picking up a really good mod mod - double the player's time rate (like you do with the time dilation mod) mod - 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 - bot very slowly follows you and gives you a bonus when it's in range it moves through walls effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player? 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 ************** TODO ************** repeat map in vertical and horizontal space or at least vertical space camera looks strange when you teleport player with a high velocity sucker mobs do something when they touch blocks heal remove the blocks from the map 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 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 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 a flag to some bullets to indicate that mobs can't learn the player position from bullet damage in bullet-mob collisions if isNotRevealPlayerLocation flag is true have the mob still know player location if nearby player on hide if bullet age is above 4 seconds? spores mines conditions to reveal player from damage? 1. bullet spawned from player 2. bullet is less than 4 seconds old 3. damage is nearby player or in line of sight of player add some more computer / AI stuff to the level lore text general idea: shrink mech.baseHealth in a mod or field change player color based on harm reduction 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 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) 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 add player Scent Trails for mob navigation https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding 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);})()