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n-gon-improved/todo.txt
2020-03-07 19:02:55 -08:00

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************** TODO - n-gon **************
mod - lose your field, gain two guns?
lose a random mod, gain a gun?
mod - time dilation - Quantum Recovery
Expending all your energy while using the field will
cause the player to go back in time to 3 seconds before the field was activated
resets ammo?, health, position, velocity
need to track player info in game.checks() in an array
put the array in the time field object
cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
bug - getting stuck in crouch mode
press T to see it visually
happened twice to me so far
once right after selecting a mod with lots of blocks around
I don't think I was holding a block
might have been standing on a block... not sure
mobs - add in a function to the main loops that does injected code for each mob
each mob would get an object with a game.cycle for ending and a method to run each cycle until the end is met
this could be a DoT, graphics, slow, blind
stun - blind, slow, but increased gravity effects
mod - flechettes mod for DoT poison damage
mod - grenade explosions stun enemies
mod - vacuum bomb does DoT damage after exploding
settings - auto aim at nearest mob
settings - custom keys binding
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 - 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
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
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