field: perfect diamagnetism is a bit larger can now grab power ups from far away mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod eject extra mods if you have recursive stacks power ups have a bit more air friction power ups must be in line of sight to be pulled by the player why mode now gets 100% chance for a second boss power up (up from 50%) this should let why mode reach more interesting build depth laser and pulse got a damage and energy use buff immune to harm for a second after exiting the power up selection menu
209 lines
7.5 KiB
Plaintext
209 lines
7.5 KiB
Plaintext
field: perfect diamagnetism is a bit larger
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can now grab power ups from far away
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mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod
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eject extra mods if you have recursive stacks
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power ups have a bit more air friction
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power ups must be in line of sight to be pulled by the player
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why mode now gets 100% chance for a second boss power up (up from 50%)
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this should let why mode reach more interesting build depth
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laser and pulse got a damage and energy use buff
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immune to harm for a second after exiting the power up selection menu
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************** TODO - n-gon **************
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new gun fire 3+ balls in arc
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name: something about energy
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does damage in area, like neutron bomb
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ends on contact with wall, doesn't stick or bounce
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hold fire to charge: increases the size of the balls
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mod: balls are attracted to mobs
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fix: even with a scroll bar the top of the selection window is off screen for very short windows
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rework perfect diamagnetism
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keep the zero energy cost
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add a very short blocking CD
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let the shield also do bremsstrahlung radiation
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mod: grab and launch mobs?
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getting stuck above a mob can immobilize player
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seems to only occur with Pauli exclusion
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add a knock to player mob collisions even while player is immune to damage
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keep the knock very small
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map element - player rotates a rotor that makes a platform go up or down
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removing supersaturation sets total health to 1
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this cancels the health benefits from crystallized armor
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produce a method that calculates max health based on mods
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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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mod - laser fires 3 beams
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after you die custom should be populated with your last build
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also you should be able to share while paused
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give missiles a suck and delay explosion, like vacuum bomb
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bot that does AOE damage while it rotates around player
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no physics / collisions
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cap 3 ?
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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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phase field still isn't fun
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does phase field need the stealth flag?
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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);})() |