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n-gon-improved/todo.txt
2020-03-28 07:26:13 -07:00

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************** TODO - n-gon **************
add a way to run player submitted maps.
MOB stabber - extends one vector like the shooter, but quickly in order to stab
mod - frag grenades fire nails on explosion
mod - drop a mine after taking damage
work on burn status effect
graphics don't look right
how is it different from the chemical dot
perfect diamagnetism should get larger as it blocks more, and then slowly fade back to the normal size
gun - bullets that acts like drones but only last for 2 seconds and do more damage
field - the basic field emitter, but no energy loss and no knock back on blocks
this field should make blocking a viable strategy
gain energy on blocking?
call it diamagnetic field and remove the diamagnetism mod?
mod - nails do poison damage
mod - increase laser bot range, and reduce energy drain
mod - mines become a turret that fires nails
it could float to the mouse location on fire
dash - mod when pressing left or right on the ground, teleport to the right until you find an obstruction
do repeated horizontal zone queries until they hit map or block
up to a max range of like 10 player widths
this didn't work as a field, but maybe as a gun?
mod - blocks stun mobs
mod or field - turn blocks into spores or drones
mod - robot that attack nearby mobs, and delivers a stun status effect
use laser bot code for the attack
large and 5 sided?
settings - auto aim at nearest mob
settings - custom keys binding
gun - buff vacuum bomb
it's 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 - DoT damage after exploding
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
when you die with Quantum Immortality there is a chance of lore text
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?
MOB sniper - targeting laser, then a high speed, no gravity bullet
mod - status effects last 1 second longer
wait until you have more status effects written
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)
css transition for pause menu
field that pushes everything back, and can destroy smaller blocks
converts blocks into ammo power ups
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