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n-gon-improved/todo.txt

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************** TODO - n-gon **************
add in requirements to custom mode
grey out mods that don't meet requirements
make custom undo method for mods
this makes toggleing mods on and off easier in custom
mod - acute stress response
permanently increase damage by 30%
for 5 seconds after a mob dies
drain energy down to zero
mod - nano-scale field makes spores instead of drones
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 that explore lore
give the user a rest, between combat
low combat more graphics
large rotating fan that the player has to move through
nonaggressive mobs one mob attacking the passive 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: make player invisible when...
use the flag from phase field
when health is low?
field: a larger radius that attracted enemies
still deflected them near the robot
convert the health of mobs into energy when they are being attracted
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