160 lines
4.8 KiB
Plaintext
160 lines
4.8 KiB
Plaintext
************** TODO - n-gon **************
|
|
|
|
mod - mines return ammo if they don't fire
|
|
|
|
mod - firing shotgun makes player collision immune for one second.
|
|
|
|
gun - buff vacuum bomb
|
|
its weak late game
|
|
can't spam it faster
|
|
bad vs. shields
|
|
doesn't scale up to huge groups
|
|
buff collision damage?
|
|
mod - double explosions?
|
|
mod - doesn't suck player in?
|
|
|
|
|
|
mod - negative mass field does damage to mobs in zone
|
|
|
|
mod - rail gun burst on impact into nails
|
|
|
|
mod - make bodies destroyable
|
|
they drop ammo and heals
|
|
|
|
mod - BIOS update
|
|
lose all mods other than BIOS update
|
|
deal +100% damage from all sources
|
|
mod - Infrared Sensors
|
|
You can see invisible enemies
|
|
this seems weak, maybe add to one of the fields
|
|
|
|
mod - mines - fire something instead of needles on activation
|
|
foam?, flak?, vacuum bomb, super balls
|
|
make a different mod for each type of bullet mine can fire
|
|
|
|
mod - energy recharges faster when not moving
|
|
|
|
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
|
|
|
|
atmosphere levels: change the pace, give the user a rest between combat
|
|
low or no combat, but more graphics
|
|
explore lore
|
|
add text for player thoughts?
|
|
simple puzzles
|
|
cool looking stuff
|
|
large rotating fan that the player has to move through
|
|
nonaggressive mobs
|
|
in the final level you see your self at the starting level, with the wires
|
|
you shoot your self to wake up?
|
|
|
|
shotgun - even more short range effects
|
|
|
|
mod: flechettes - each burst fires an extra flechettes
|
|
mod: flechettes - stick into mobs and do poison damage, like foam
|
|
|
|
mod: foam - does extra poison dmg (to get past shields)
|
|
|
|
mod: vacuum bomb - does a constant suck
|
|
|
|
mod: shotgun - fire extra shot
|
|
but also increase spread?
|
|
|
|
mob: targeting laser, then a high speed, no gravity bullet
|
|
|
|
css transition for pause menu
|
|
|
|
field that pushes everything back, and can destroy smaller blocks
|
|
converts blocks into ammo power ups
|
|
|
|
mod: chance to not die from fatal damage
|
|
also push mobs and bodies away?
|
|
also heal?
|
|
|
|
mod: bot that fires minigun bullets
|
|
only fires when your mouse is held down
|
|
|
|
mod: do extra damage based on your speed
|
|
do more damage when not moving?
|
|
take less damage when not moving?
|
|
|
|
gun/field: portals
|
|
use the code from mines to get them to stick to walls
|
|
or lasers
|
|
alternate red and blue portals
|
|
|
|
missiles don't explode reliably enough
|
|
they can bounce, which is cool, but they should still explode right after a bounce
|
|
|
|
weekly random challenge where everyone playing each week gets the same random setup.
|
|
The randomness would be determined by the date so it would sync everyone.
|
|
power ups still drop, but the drops are determined by a preset list that changes each week.
|
|
|
|
mod: do something at the end of each level
|
|
heal to full
|
|
should still be effected by the heal reduction at higher difficulty
|
|
give ammo to current gun
|
|
give goals/quests for each level
|
|
how to track goals?
|
|
take no damage
|
|
don't shoot
|
|
|
|
gun: Spirit Bomb (singularity)
|
|
use charge up like rail gun
|
|
electricity graphics like plasma torch
|
|
suck in nearby mobs, power ups?, blocks?
|
|
sucked in stuff increase size
|
|
uses energy
|
|
hold above the player's head
|
|
|
|
Boss levels
|
|
sensor that locks you in after you enter the boss room
|
|
boss that eats other mobs and gains stats from them
|
|
chance to spawn on any level (past level 5)
|
|
|
|
add a key that player picks up and needs to set on the exit door to open it
|
|
|
|
make power ups keep moving to player if the pickup field is turned off before they get picked up
|
|
not sure how to do this without adding a constant check
|
|
|
|
animate new level spawn by having the map aspects randomly fly into place
|
|
|
|
new map with repeating endlessness
|
|
get ideas from Manifold Garden game
|
|
if falling, get teleported above the map
|
|
I tried it, but had trouble getting the camera to adjust to the teleportation
|
|
this can apply to blocks mobs, and power ups as well
|
|
|
|
give mobs more animal-like behaviors
|
|
like rain world
|
|
give mobs something to do when they don't see player
|
|
explore map
|
|
eat power ups
|
|
drop power up (if killed after eating one)
|
|
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.
|
|
|
|
game mechanics
|
|
mechanics that support the physics engine
|
|
add rope/constraint
|
|
get ideas from game: limbo / inside
|
|
environmental hazards
|
|
laser
|
|
lava
|
|
button / switch
|
|
door
|
|
fizzler
|
|
moving platform
|
|
map zones
|
|
water
|
|
low friction ground
|
|
bouncy ground |