Files
n-gon-improved/todo.txt
landgreen 0c319d3049 pause menu on selection
you can see your build while in the power up selection menu
balance - metamaterial cloaking field gives 111% more damage (up from 66%)

mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi)
mod: Newton's 2nd law - damage increase while moving fast
2020-11-25 05:00:09 -08:00

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*********** NEXT PATCH ***********
you can see your build while in the power up selection menu
balance - metamaterial cloaking field gives 111% more damage (up from 66%)
mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi)
mod: Newton's 2nd law - damage increase while moving fast
************** BUGS **************
(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
(4+ reports before potential fix) bug - crouch and worm hole? -> crouch locked in
players have extra gravity
might be from the short jump code
add in a check every 5 seconds to try and fix it
(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 every time) bug - mines spawn extra mines when fired at thin map wall while jumping
************** TODO **************
time dilation - slow down the game engine by 1/2, but run an extra player cycle to simulate slow motion
flavor - your bullets destroy blocks
this isn't really a bonus, so maybe just add this as flavor to another mod/field
mod - if you take damage and you have full energy remove your energy and go back in time 1 second
for time dilation field?
check to see if your previous location is clear or mobs, blocks
go back proportional to your energy
pause game, switch the game.loop to cycle backwards in player position until energy runs out
mod 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
write custom dialogue for field / guns / mods used in last game
you'd have to store an array of guns/fields/mod used last game
mod laser history
what about only works with diffuse
no energy cost increase
each stack makes each beam thicker?
separate the beam into individual nonreflecting lines each 3 cycles farther into the past
taking wider diffuse beam means more lines farther into the past?
or double thickness beam
technology - player data logging
mod/field - pressing field while crouched sends the player back in time
mod for time dilation?
could be used in mob targeting
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
mod bot - a bot follows where the player was 1 second ago
gives player a harm reduction bonus when it is near the player
using a reroll gives 3 options for mods, and 3 options for guns/fields/mods
or 6 options for mods (rewrite mod selection to work with 1-6 options)
the second stack of 3 mods could have repeats, so you don't have to write new mod code
adjust css to make 2 columns of 3
can't use with cardinality
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 - 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?
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
Mod: "Solar Power": Energy regeneration is doubled while standing still
run in the 1 second check
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 - 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
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 mods that could update description text with count and mod.is information
can only use variables that change in effect() and remove()
this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${mod.duplicateChance}</em>`
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 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
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
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