*********** NEXT PATCH *********** some changes to snake boss supercapacitor - overfill energy decays 66% slower (thanks to NoHaxJustPi for coding this) ************** BUGS ************** (4+ reports before potential fix) bug - crouch and worm hole? -> crouch locked in players have extra gravity might be from the short jump code added a line to wormhole to reset possible short jump (3 reports) bug - getting locked into crouch on community levels, but showing the player as still standing maybe improper vertices for map bodies (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 everytime) bug - mines spawn extra mines when fired at thin map wall while jumping ************** TODO ************** vacuum and neutron bomb could merge 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 - overfilled energy decays slower mod - remove max health, but you take 60% more harm mod - taking damage fires your current weapon at the nearest mob requires? some harm reduction mod - a 4th mod selection option that is always a bot mod - railgun's push effect is increased, and it does some damage to nearby mobs maybe only triggers at max energy mod - nano scale field could be a mod excess energy is converted to bullets run this code in the energy overfill code check possible issues worm hole, Penrose process - nerf a bit pair production - nerf and give it to anyone cloaking field - maybe just don't spawn bullets when cloaked Mod: "Solar Power": Energy regeneration is doubled while standing still run in the 1 second check 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: take less harm if you are in the air require squirrel cage rotor Laser mod: For each reflection of laser, damage increases by 10% 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 - 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 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 wormholes need to give feedback on where a portal can go or automatically put portals in safe places repeat map in vertical and horizontal space or at least vertical space camera looks strange when you teleport player with a high velocity 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 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 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);})()