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n-gon-improved/todo.txt
2020-08-13 05:33:49 -07:00

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mod: renormalization now gives a 60% chance to return a reroll after using a reroll
(the old renormalization was causing too much lag)
************** TODO - n-gon **************
level Boss: fractal Sierpiński triangle
https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
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
they spawn once at the start of the level
if a version dies, one can be replaced every ten seconds by the largest version
performance issues with large numbers of spores
consider limiting total bullets?
300?
level element: a hanging chain of connected blocks
level element: a zone with wind, anti-gravity, extra gravity
control with button
give mobs more animal-like behaviors like rain world
mobs play, look for food, explore
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
map: laboratory
rooms with switches that change physics
gravity room
portal room
laser room
radiation room
a button that spawns a heal.
mob: wall mounted guns / lasers
not part of randomized mob pool, customized to each 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
in the final level you see your self at the starting level, with the wires
you shoot your self to wake up?
nonaggressive mobs
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
can the (robot)
(escape captivity, and learn new technology)
while managing (health, energy, negatives of technological upgrades)
to overcome the (mobs, dangerous levels)
to achieve a (technological singularity/positive technological feedback loop)
new gun - deploy a turret that last for 20 seconds
fire nails at nearby targets once a second.
use mine code and bot code
mod - mines become a turret that fires nails
it could float to the mouse location on fire
minigun: high caliber - rework
slow down the bullets even more and increase the size?
remove and actually make a full gun like this?
portals:
portal while holding block sometimes send player back to original portal
only seems to happen with the bottom right block
use buttons to turn on and off?
level boss: fires a line intersection in a random direction every few seconds.
the last two intersections have a destructive laser between them.
map: observatory
button controls rotation of telescope
laser beam shoots out of telescope
button opens the dome
map: prison
doors linked to buttons
mobs inside the doors?
map: airport
mod - do 50% more damage in close, but 50% less at a distance
code it like mod.isFarAwayDmg
have these mods disable each other
phase field still isn't fun
rework renormalization mod as well
does phase field need the stealth flag?
mod: use the stealth flag from the phase decoherence field
maybe trigger it along with the damage immunity CD
mod harmonic shield: slow everything in range around shield (temporal shield)
set max speed?
mod: bot very slowly follows you and gives you a bonus when it's in range
it moves through walls
effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player?
graphic idea: bezier curve that moves smoothly from mob to mob
loops around player
graphic: give rail gun projectile a trail
only draw above speed 5
track previous positions?
movement fluidity
let legs jump on mobs, but player will still take damage
like: ori and the blind forest, celeste
many of the movement abilities in these games require levels to be built around the ability
general feeling of responsiveness and control
coyote time: can still jump a few cycles after leaving ground
mod: double jump
mod: air dash
mod: wall jump
wall grab?
maybe remove falling damage and block damage?
bug - mines spawn extra mines when fired at thin map wall while jumping
redblobgames.com/articles/visibility
https://github.com/Silverwolf90/2d-visibility/tree/master/src
could apply to explosions, neutron bomb, player LOS
possible names for mods
holonomy - parallel transport of a vector leads to movement (applies to curved space)
Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
have a mob apply a positive status effect on other mobs,
heal?
make it yellow
damage bonus, but how?
possible balance issues
boss levels - small levels just a boss, and maybe a few mobs
boss level for timeSkipBoss because of game instability for boss on normal levels
this might not fix issues
an effect when canceling a power up
ammo? heals?
50% chance for a mod, 25% heal, 25% ammo
add player Scent Trails for mob navigation
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
settings - custom keys binding
css transition for pause menu
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
animate new level spawn by having the map aspects randomly fly into place
n-gon outreach ideas
blips - errant signal on youtube
reddit - r/IndieGaming
hacker news - show hacker news post