mods ejected from Bayesian statistics can't duplicate the power up boss moves faster, has less health, it will eject one of your mods after a collision and two health power ups mod ammonium nitrate: increase explosion damage and area by 25% also other explosion mods have been rebalanced (damage buffed, but self damage is also higher) field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in mobs don't do much in worm hole yet, but that is coming with future mods
269 lines
10 KiB
Plaintext
269 lines
10 KiB
Plaintext
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mods ejected from Bayesian statistics can't duplicate
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the power up boss moves faster, has less health,
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it will eject one of your mods after a collision
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and two health power ups
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mod ammonium nitrate: increase explosion damage and area by 25%
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also other explosion mods have been rebalanced (damage buffed, but self damage is also higher)
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field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in
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mobs don't do much in worm hole yet, but that is coming with future mods
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************** TODO - n-gon **************
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add an ending to the game
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revamp the boss level, or add a new final level
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final level requires you to kill something, not skip content
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around level 15
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game never ends if you have used cheats
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field wormhole
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mobs are protected from bullets when stuck in a hole
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mobs should destabilize holes, or take damage
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store constant info about the holes: unit, angle to save processing
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maybe bullets should be able to enter and exit multiple times
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or bullets shouldn't get stuck at all?
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maybe give bullets an attraction to holes
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player: drain energy when near a hole, does damage if no energy
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mod: Hawking radiation: do damage, to mobs that get near the end points
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this is good because it explains why mobs don't teleport
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mod: cosmic string: do damage, like a laser for any mob that passes between the two portals, near the bezier curves
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mod: extend immunity cycle after a teleport //mech.immuneCycle = mech.cycle + 15;
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mod: reduce energy cost of teleportation
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look for mods that could update description text with count and mod.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 = ${mod.duplicateChance}</em>`
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mod (drones or spores) explode after 10 seconds
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mouse event e.which is deprecated
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time dilation mod rework (time dilation is cool, but it can feel like a chore)
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redistribute effects
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take no damage
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can fire
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2x move jump fire while field is active
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33% move jump fire always
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vacuum bomb applies status effect to mobs that makes blocks attracted to them
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mod: take less harm if you are moving fast
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require squirrel cage rotor
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bug - mine spawned one new mine every second
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after sticking to the top right corner of a wall
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notes: had only gun mine, mod mine reclamation, field plasma,
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add a flag to some bullets to indicate that mobs can't learn the player position from bullet damage in bullet-mob collisions
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if isNotRevealPlayerLocation flag is true have the mob still know player location if nearby player
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on hide if bullet age is above 4 seconds?
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spores
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mines
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conditions to reveal player from damage?
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1. bullet spawned from player
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2. bullet is less than 4 seconds old
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3. damage is nearby player or in line of sight of player
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add some more computer / AI stuff to the level lore text
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mod - mines stun targets nearby when they explode
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mod - do something for 2 seconds after firing
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if (mech.fireCDcycle + 120)
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Health mod idea: health can go above max health. At the end of each level, the amount of health above max is halved.
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general idea: shrink mech.baseHealth in a mod or field
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mod: some drones(or spores) have a chance to spawn as a more power full version
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do electric damage to nearby mobs
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stun effect?
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a bot that eats up health and ammo, but poops a reroll after picking up 2 power ups
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it passes through walls
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moves slower then the player so you can get to it before the bot if you hurry
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4 rerolls can convert to a bot, also 1 rerolls can convert to 5% damage
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the mods that do those effects could be required before you see this bot
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disable crystalized armor?
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could convert rerolls, ammo, and health into mods instead
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mod: radiation effects can spread to nearby mobs
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mod: foam is attracted to mobs
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use a gravitational attraction model?
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could foam be attracted to other foam bullets too?
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or foam is only attracted to foam bullets that are stuck to mobs
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is this too computationally intense?
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name - static cling
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could also do bremsstrahlung radiation like damage on attachment
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change player color based on harm reduction
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standing wave harmonics mod - push things away
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push scales with mass up to about 4
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has a 25% effect on shielded mobs?
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push when using field key
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or push away at the peak of an oscillation
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or always push
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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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fix door.isOpen actually meaning isClosed
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give missiles a suck and delay explosion, like vacuum bomb
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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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map: laboratory
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rooms with switches that change physics
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gravity room
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portal room
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laser room
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radiation room
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a button that spawns a heal.
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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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atmosphere levels
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change the pace, give the user a rest between combat
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low or no combat, but more graphics
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explore lore
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find power ups in "wrecked" mechs representing previous simulations
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how you could leave something in one simulation that effects a different simulation
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Maybe some strange quantum physics principle.
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add text for player thoughts?
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simple puzzles
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cool looking stuff
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in the final level you see your self at the starting level, with the wires
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you shoot your self to wake up?
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nonaggressive mobs
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lore - a robot (the player) gains self awareness
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each mod/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 mech 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 mod 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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new gun - deploy a turret that last for 20 seconds
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fire nails at nearby targets once a second.
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use mine code and bot code
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mod - mines become a turret that fires nails
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it could float to the mouse location on fire
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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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mod - do 50% more damage in close, but 50% less at a distance
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code it like mod.isFarAwayDmg
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have these mods disable each other
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mod harmonic shield: slow everything in range around shield (temporal shield)
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set max speed?
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mod: bot very slowly follows you and gives you a bonus when it's in range
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it moves through walls
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effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player?
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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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mod: double jump
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mod: air dash
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mod: wall jump
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wall grab?
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maybe remove falling damage and block damage?
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bug - mines spawn extra mines when fired at thin map wall while jumping
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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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possible names for mods
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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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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 mod, 25% heal, 25% ammo
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add player Scent Trails for mob navigation
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https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
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settings - custom keys binding
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css transition for pause menu
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gun: Spirit Bomb (singularity)
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use charge up like rail gun
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electricity graphics like plasma torch
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suck in nearby mobs, power ups?, blocks?
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sucked in stuff increase size
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uses energy
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hold above the player's head
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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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paste this into console to see fps
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javascript:(function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//mrdoob.github.io/stats.js/build/stats.min.js';document.head.appendChild(script);})() |