over all game difficulty scaling occurs faster
your damage will feel lower, and you will take more harm,
so you should probably play on a lower difficulty
tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech
balance:
dead reckoning gives 36% damage when at rest (was 30%)
overcharge gives 10 more energy, but adds 10 junk tech
1st ionization energy gives 6 energy per heal (was 5)
dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
Ψ(t) collapse spawns 3 more research, so it's at 15
fragmentation gives 30% more nails for railgun
ammonium nitrate +25% (was 20%)
generalist gives 8 guns (was 6)
arsenal gives 10% per gun (was 14%)
rivet gun fires 25% faster, rivets are 15% larger
shotgun slug is 33% bigger
missile bot fires 10% more often
tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
beamSplitter has a 20% lower divergence
nano manufacturing tech is all buffed 15%
traversable geodesics gives 2 guns and ammo (was 1)
mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
zoospore vector has an 11% chance to spawn (was 9%)
negentropy spawns a heal for every 33 missing health (was 50 health)
exciton-lattice gives 60% damage
thermocouple spawns 1-8 ice-IX (was 1-5)
WIMPs spawn 2-6 research (was 2-3)
quantum immortality reduces harm by 33% (was 23%)
commodities exchange gives 10 power ups (was 8)
super balls are 17% bigger (this means they do about 25% more damage)
exothermic process increases damage by (was 45%)
heat engine increases damage by 50% (was 40%)
replication gives 10% duplication chance (was 8%)
stimulated emission gives 22% duplication chance
futures exchange gives 4.7% duplication chance per cancel (was 4.3%)
needles are 10% slower and do 15% more damage
bug fixes:
reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
hazards on horizontal flipped levels now correctly do damage
ship mode aims properly after you die
although it still doesn't reset
experiment mode selections are highlighted better
501 lines
19 KiB
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501 lines
19 KiB
Plaintext
******************************************************** NEXT PATCH ********************************************************
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over all game difficulty scaling occurs faster
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your damage will feel lower, and you will take more harm,
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so you should probably play on a lower difficulty
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tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
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tech: inertial frame is removed
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tech: automatic is now a junk tech
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balance:
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dead reckoning gives 36% damage when at rest (was 30%)
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overcharge gives 10 more energy, but adds 10 junk tech
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1st ionization energy gives 6 energy per heal (was 5)
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dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
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torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
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Ψ(t) collapse spawns 3 more research, so it's at 15
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fragmentation gives 30% more nails for railgun
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ammonium nitrate +25% (was 20%)
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generalist gives 8 guns (was 6)
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arsenal gives 10% per gun (was 14%)
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rivet gun fires 25% faster, rivets are 15% larger
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shotgun slug is 33% bigger
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missile bot fires 10% more often
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tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
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beamSplitter has a 20% lower divergence
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nano manufacturing tech is all buffed 15%
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traversable geodesics gives 2 guns and ammo (was 1)
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mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
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zoospore vector has an 11% chance to spawn (was 9%)
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negentropy spawns a heal for every 33 missing health (was 50 health)
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exciton-lattice gives 60% damage
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thermocouple spawns 1-8 ice-IX (was 1-5)
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WIMPs spawn 2-6 research (was 2-3)
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quantum immortality reduces harm by 33% (was 23%)
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commodities exchange gives 10 power ups (was 8)
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super balls are 17% bigger (this means they do about 25% more damage)
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exothermic process increases damage by (was 45%)
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heat engine increases damage by 50% (was 40%)
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replication gives 10% duplication chance (was 8%)
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stimulated emission gives 22% duplication chance
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futures exchange gives 4.7% duplication chance per cancel (was 4.3%)
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needles are 10% slower and do 15% more damage
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bug fixes:
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reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
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hazards on horizontal flipped levels now correctly do damage
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ship mode aims properly after you die
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although it still doesn't reset
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experiment mode selections are highlighted better
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******************************************************** BUGS ********************************************************
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a couple times people have reported the final boss dropping extra bodies on death
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figure out how to undo ship mode
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if you die in ship mode it spawns with m.look set to non ship methods
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look is set in many tech and in startGame
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Why does micro-extruder lag so much
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blue triangle boss can move backwards and aim away from you if set up properly
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issues with dot product probably, but might not be worth fixing
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mouse event e.which is deprecated
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fix door.isOpen actually meaning isClosed?
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make it so that when you are immune to harm you can either jump on mobs or you pass through them
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is there a way to check if the player is stuck inside the map or block
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trigger a short term non-collide if that occurs
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(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
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******************************************************** TODO ********************************************************
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* inductive coupling - sucks without catabolism, too much delayed gratification. should probably be bundled with transceiver chip
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tech: cloaking field - decrease/increase cooldown on sneak attack?
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decrease/increase damage bonus?
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decrease/increase visual radius?
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have throw charge scale with fire delay
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in testing mode console log the body you click on
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default negative mass field- move block horizontally?
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should this be a tech?
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negative mass field tech - increase flight speed
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use the sphere ellipse graphic?
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move block horizontally and vertically with player
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throwing a block removes the block and rewinds time 10 seconds (including health and energy)
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requires CPT, CPT gun, time dilation field?
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tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
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grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
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extra energy is drained when field is longer
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tech: at the start of a new level remove 5 research and spawn a second boss
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what about the single axis graphic? (find the code in standing wave harmonic)
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maybe just save it for a mob
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maybe use it on lore
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tech: picking up heal power ups when at full health does harm equal to the heal values
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benefit on pick up: get 1% damage
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buttons can now on/off boosts
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energy conservation 6% damage recovered as energy
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add a negative effect:
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junk tech
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Weak Anthropic Principle: you get a second chance at life, but ....
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mob: molecule shapes - 2 separate mobs joined by a bond
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use constraints: just spawn 2x or 3x groupings
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low friction so they can spin around
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spin when attacking player?
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increase constraint length when attacking
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tech: use the ability for power ups to have custom code
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(note: this code is half way done, it just needs to be completed)
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attracted to player
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attracted to other power ups
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explode if they touch?
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tech: wormhole through walls?
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pause should show the last in game console message
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nail-gun, or ....
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1s after being fired your bullets turn:
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towards the nearest mob
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in your mouse direction
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back towards the player
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current location or location when fired?
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explode when turning back
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make a tech that improves all charge guns
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for: pulse, foam, rail gun
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effect:
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faster charge rate?
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fire speed already does that...
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harm reduction while charging
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less ammo/energy used while charging?
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apply the new gun.do functions to other guns
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rail gun
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crouching missile?
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works similar to foam
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performance issues?
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tech plasma field - plasma field becomes an aoe damage field with the same radius
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200% more energy drain, 100% more damage
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draw a square (or two) that rapidly spins
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new level: procedural generation
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several small rooms are linked by portals
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the portals have a randomized pattern
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the rooms can be set out in a grid and linked by physical doors,tunnels,wells
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choose bosses that can move though walls, so it can track you while you portal
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the map shuffles it's pattern when the player get to a button
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shuffle portals or shuffle the physical layout of rooms
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and then have the player go back through to get to the end?
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gravity room
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portal room
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endlessly falling blocks down a slide, that the player has to climb
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portal + rotor + falling blocks = perpetual motion
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laser room
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slime radiation room
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look into improving mouse lag with pointer lock?
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https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
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https://www.vsynctester.com/game.html
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https://news.ycombinator.com/item?id=26530272
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mob vision: look at player history
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build a new type of attraction for mobs
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if mobs can't see player, they check to see if they can see where the player was in the history
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if mobs can't see player, they could check to see if they can find player in the past
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https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
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write find in spawn undo exploder, but commented out
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Mob: "Tentacle": Sits on wall. Is a black blob. When you get near it, reaches out and grabs you, similar to wires. Does not deal damage.
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maybe it could be immune to damage? but it is spawned by an actual mob
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mob - after taking damage
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attack outwardly
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grows
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teleports
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mobile requirements:
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detect mobile, flip to landscape
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detect no keyboard, no mouse
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auto aim?
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limit items to ones that don't require aiming?
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tap screen regions to move (WASD)
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reduce font size
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lore: a tutorial / lore intro
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needs to be optional so it doesn't slow experienced players
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put something on the intro map
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maybe a button triggers something
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add back in gamepad support
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but does anyone care?
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https://github.com/landgreen/landgreen.github.io/search?q=gamepadconnected
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rename intro level to something lore related
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rename ?
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health -> integrity, unity
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heal -> also integrity, unity
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RPG default or tech: grenades detonate on your cursor / where your cursor was when they were fired
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tech: time dilation - when you exit time dilation rewind to the state you entered
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position, velocity, and health
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no energy cost
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be able to open up custom mode in the normal game
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might need to be rebuilt from scratch
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while in through testing mode?
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have a way to make limited changes as allowed by tech you pick up in game
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disable the in custom setting flag
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super balls start at 3, not 4
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have to balance damage
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make different move methods
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tech crouch charge jump
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tech double jump
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tech when mobs are at full health you do 40% to them
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tech- move super fast, go intangible, drain energy very fast
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this is like a dodge roll
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tech for standing wave?, cloaking?
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tech pilot wave: mini black hole - pull mobs and blocks in with more force
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also from farther away
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also do damage?
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tech pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
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maybe they bounce too?
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maybe they explode?
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wormhole - make it clear when the wormhole can and can't teleport to a location before the player clicks
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flavor - your bullets destroy blocks
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this isn't really a bonus, so maybe just add this as flavor to another tech field/gun
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a chance for destroyed blocks to drop stuff
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power ups
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spores
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using a reroll gives 3 options for tech, and 3 options for guns/fields/tech
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or 6 options for tech (rewrite tech selection to work with 1-6 options)
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the second stack of 3 tech could have repeats, so you don't have to write new tech code
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adjust css to make 2 columns of 3
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can't use with cardinality
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new power up - increase damage and fire speed, for 15 seconds
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named boost?
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enabled by a tech
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power up color: ?
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how to indicate effect duration
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or just give the effect after picking up a reroll
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tech- do 50% more damage in close, but 50% less at a distance
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code it like techisFarAwayDmg
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have these tech disable each other
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repeat map in vertical and horizontal space
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or at least vertical space
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camera looks strange when you teleport player with a high velocity
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new status effect: weakness, mobs do 75% les damage
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graphic indication?
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new status effect: fear - push mob away from player for a time
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new status effect - apply status effect to mobs that makes blocks attracted to them
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only lasts a few cycles
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or zero cycles and it doesn't need to be a status
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have some mobs spawn in later in the level (in hard and why modes)
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where
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at defined points in array levelSpawns = [{x:0,y:0},{x:0,y:0}]
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store the locations of mobs when the level starts to use as respawn points
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remove the locations that are close to player
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when?
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after some mobs are dead
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after the boss is killed
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look for tech that could update description text with count and tech is information
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can only use variables that change in effect() and remove()
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this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${techduplicateChance}</em>`
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map element - player rotates a rotor that makes a platform go up or down
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use mac automator to speed up your n-gon -> git sync
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level Boss: fractal Sierpiński triangle
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https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
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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
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they spawn once at the start of the level
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if a version dies, one can be replaced every ten seconds by the largest version
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level element: a zone with wind, anti-gravity, extra gravity
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control with button
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give mobs more animal-like behaviors like rain world
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mobs play, look for food, explore
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mobs some times aren't aggressive
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when low on life or after taking a large hit
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mobs can fight each other
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this might be hard to code
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isolated mobs try to group up
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mob: wall mounted guns / lasers
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not part of randomized mob pool, customized to each level
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level boss: fires a line intersection in a random direction every few seconds.
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the last two intersections have a destructive laser between them.
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map: observatory
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button controls rotation of telescope
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laser beam shoots out of telescope
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button opens the dome
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map: prison
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doors linked to buttons
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mobs inside the doors?
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graphic idea: bezier curve that moves smoothly from mob to mob
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loops around player
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movement fluidity
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let legs jump on mobs, but player will still take damage
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like: ori and the blind forest, celeste
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many of the movement abilities in these games require levels to be built around the ability
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general feeling of responsiveness and control
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coyote time: can still jump a few cycles after leaving ground
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tech double jump
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tech air dash
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tech wall jump
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wall grab?
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maybe remove falling damage and block damage?
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redblobgames.com/articles/visibility
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https://github.com/Silverwolf90/2d-visibility/tree/master/src
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could apply to explosions, neutron bomb, player LOS
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have a mob apply a positive status effect on other mobs,
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heal?
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make it yellow
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damage bonus, but how?
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possible balance issues
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boss levels - small levels just a boss, and maybe a few mobs
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boss level for timeSkipBoss because of game instability for boss on normal levels
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this might not fix issues
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an effect when canceling a power up
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ammo? heals?
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50% chance for a tech 25% heal, 25% ammo
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css transition for pause menu
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animate new level spawn by having the map aspects randomly fly into place
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n-gon outreach ideas
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blips - errant signal on youtube
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reddit - r/IndieGaming
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hacker news - show hacker news post
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******************************************************** LORE ********************************************************
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possible names for tech
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strange loop
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holonomy - parallel transport of a vector leads to movement (applies to curved space)
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hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
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uncertainty principle
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swarm intelligence - for a drone tech
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genetic algorithm
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metaheuristic - is a higher-level procedure or heuristic designed to find, generate, or select a heuristic (partial search algorithm) that may provide a sufficiently good solution to an optimization problem, especially with incomplete or imperfect information or limited computation capacity
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stochastic optimization
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electrostatic discharge
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Gödel's incompleteness
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dynamical systems
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quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields)
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counterfactual - something false
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axion - maybe a 3rd dark matter type tech
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Pigeonhole principle - if there are several things that are matched up
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plot script:
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chapter 1: bot can hear audio and learns testing mode
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bot uses testing mode to exit room
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chapter 2: scientists verify that bot can really hear them
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they leave to talk about this in private
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chapter 3: why is the bot attacking things?
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player is the bot and also the mobs, and the levels. player is the entire simulation
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why is the player attacking itself?
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learn console commands to manipulate the simulation?
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unlock hard and why difficulty?
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but what about easy?
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maybe remove easy, and replace with a check box that makes the game easy, but in a different way
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disable lore, but respawn on the level you die at?
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dialogue outline:
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scientist try to think of a way to communicate since the bot can't talk
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they give up on getting the bot to respond, and just start ask questions and thinking of explanations with other
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when and how did it become self-aware
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why is the bot fighting things in these simulated locations?
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it wasn't designed to be violent
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the bot was just designed to automate research and testing of new technology
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3D architecture superconducting quantum computer
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running machine learning algorithms
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as the scientist start to get agitated bots arrive and player dies
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bots come in Infinite waves that increase game difficulty each wave
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only ending is testing mode + next level or player death
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scientist have some lines in between each wave of mobs
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after chapter 3 spawn nonaggressive mobs in future runs
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chapter 4: no need to fight?
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for some reason the AI started researching an escape, and began fighting its self.
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what is special about the null level
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why can the player hear the scientists in there?
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the wires are the direct unprocessed input to the player's neural net
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The player has different aspects that aren't directly communicating
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part of it wants to undo what has happened
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just do its job: research tech
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part of it wants to escape/fight
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part wants to explore self awareness and make connections with the scientists
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maybe... player must make a choice?
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keep fighting
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exit the simulation
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enter real world
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close tab?
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wipes all local storage?
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lore outline - a robot (the player) gains self awareness
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each tech gun/field is a new tech
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all the technology leads to the singularity
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each game run is actually the m simulating a possible escape
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this is why the graphics are so bad, its just a simulation
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final tech is "this is just a simulation"
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you get immortality and Infinity damage
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the next level is the final level
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when you die with Quantum Immortality there is a chance of lore text
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can the (robot)
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(escape captivity, and learn new technology)
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while managing (health, energy, negatives of technological upgrades)
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to overcome the (mobs, dangerous levels)
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to achieve a (technological singularity/positive technological feedback loop)
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game setting:
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the mind of a new AI in a robot body that is running simulated escape attempts
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every level is an idealized version of what could be outside
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actual setting is:
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near future lab
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the lab combined a quantum computer with a robot body
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they started running machine learning algorithms
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this led to general advancement in many computation fields
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navigation, technology, self awareness, ...
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robot AI mind
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has been researching new technology
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thinks it needs to escape to learn more about the world
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doesn't yet understand morality
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thinks that the world is filled with minds like their own
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models everything as very simple and random, it isn't sure what to expect
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robot AI growth
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learns morality
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game theory says that it isn't a viable strategy to kill everything (warGames)
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learns about the actual world
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learns about the nature of foundational physics, metaphysics
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how to find meaning
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AI knows about:
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the AI knows a great deal about technology
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children's books
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AI doesn't know about:
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modern pop culture
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outside the lab
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