Files
n-gon-improved/todo.txt
landgreen 784c933260 power up selection code rewrite
rewrite of the tech,gun,field selection code
  odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
  lets you choose from every option on next tech
emergence is stackable
  +2 power up choices per stack

tech: integrated circuit - if ON +7 power up choices  if OFF -1

update matter.js engine 0.17.1 -> 0.18.0
  shouldn't change anything
big fixes
2022-06-22 07:21:26 -07:00

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******************************************************** NEXT PATCH **************************************************
rewrite of the tech,gun,field selection code
odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
lets you choose from every option on next tech
emergence is stackable
+2 power up choices per stack
tech: integrated circuit - if ON +7 power up choices if OFF -1
update matter.js engine 0.17.1 -> 0.18.0
shouldn't change anything
big fixes
*********************************************************** TODO *****************************************************
wormhole tech: entropic gravity - gain defense for each research
requires wormhole or negative mass field or pilot wave
shrapnel: a new bullet type: a very small bullet with no targeting that has a high gravity arc
maybe 1 bounce or no bounce before it ends on map or mob collision
often spawns in groups
testChamber2
mechanics
companion cube
bring cube to the end and use it to unlock research
level draws on the block to show it's different
only this block can trigger a button
if cube no longer exists or is off the map spawn a new one
double portal fling chain
for player?
for cube
button that activates a laser beam that hits a target and opens a door
in order to enter the door you need to place the cube on the button to activate the laser
cube has to fly through a portal in oder to get to the button
you can't use your body
story:
you pick up the cube early on and have to get it to a button
you run through the level to get the cube, clearing the level of mobs
picking up the cube spawns the boss
maybe an extra hard boss that is designed for that level
blockBoss?
you must get the cube to a button near the start of the level
the button opens a door
normal blocks don't work
normal blocks spawn into mobs like blockBoss
or mobs don't spawn blocks
or just the code looks for the cube
or the cube is resting on a button, and when you take the cube off the button the laser fires
mitosis: after needle,bullets or rivets hit a surface split off into two smaller less damaging versions that have their velocity reset -firerate
tech: florescence
Hitting a mob makes it emit lasers from its vertices
all laser but pulse?
should trigger a global cd so it can't occur more then once per cycle
tech spawn bots that last until you get hit
bots can check you health every cycle and see if it lower
it it's high update the health check value
JUNK?
after killing a mob go invulnerable for 1 second
critical hit with laser, harpoon, nails, needle, rivet
spawn 2 bots after exiting 1 level
or spawn 3 after 2 levels?
(randomize 2-5 bots)
replace all bot tech with this?
cloaking field
for 6 seconds after de-cloaking tell all active mobs that the player is in the wrong position?
how to code?
just delay setting the m.isCloak for a couple seconds
and also set all active bots to remember player in the de-cloaked stop
give laser gun _____ if you fire in an angle range
draw angle range as a slowly rotation circle arc around player
effect:
bonus damage
extra beams
extra reflections
scrap bots can't move?
only works for nail, foam, laser
might be tricky code?
make a new bot type called scrap bot?
JUNK tech: Pacifism
You cannot attack mobs, mobs cannot attack you
over write the mob.damage and player.damage methods
mob mechanic: beacon
periodically add locations to an array
teleport back to a location in the array
at random
if velocity not facing player?
super balls do more damage after bouncing?
how to check for bounce?
maybe just increases damage after hitting a mob
Make environmental damages also damage mobs
So if a mob passes through laser, it gets damaged
dark mode:
look at Tinyfolks, 20 minutes till dawn
super short range foam that acts like flame thrower
high fire rate
short life spawn
start large?
extra ammo?
or only 1/2 of ammo is used?
laser tech where bots move around and follow you while firing lasers in the direction you are looking
they fire when you fire?
they aim at player history aim location, with 1s delay
bots position spread out perpendicular to the direction you are looking
can they get stuck?
maybe absolution position, no collide
do they need to be physics objects then?
make a special bot type for this
beam is similar to diffuse beam
block manufacturing - molecular assembler tech
Holding r-click will create a slowly increasing in size block, which will be thrown on release
double research
map ban option in settings
dropdown list with checkboxes by each map
bullets that can target the player
occurs if no mobs targets around
worms? drones? missiles? spores?
all of the above?
Currently, the mob just deals higher damage on impact, which is annoying although not hard to compete with nor unique
By "redesign" I mean replacing instances of the regular mob, since the same code is used for the tiny red projectiles (I think) just add a new mob and remove the old one from the rotation
The new mob should be as such, a "real" exploding mob:
Deals regular damage on impact, but breaks apart on touch into several red dots (like the ones thrown out by the going through walls boss) and a chance for also throwing a bomb or two (increases with difficulty)
If the mob is close to the player or heading into the player fast it will shatter as well (and the projectiles will inherit its speed)
By a formula such as
ShouldShatter(distToPlayer, speed) = distToPlayer * speed > threshold
Optionally (and a part I can do as I'm good at it and it doesn't revolve around a lot of functional code which you don't like other people doing):
Color changing based on the mob explosion status
Regular state: red
About to explode: animation to dark red
Exploding: several shockwaves from the explosion points and tiny trails given to the shrapnel for a second or two until they deaccelerate
pause time like invariant for other things...
throwing blocks
charging railgun
charging anything?
tech expansion: should also make other fields do things
how to make the description work
change description based on your current field?
perfect diamagnetism moves forward when you hold down the shield
it's great, but maybe annoying?
maybe only with crouch?
time dilation drains 1/2 as much energy when paused
grow plasma torch as you hold it down
negative mass effects much more space
needs more benefit?
reduces the cloaking vision effect?
needs more benefit?
guntech fire a bullet that fires nail fragments after 1s in the same direction as the original bullet
like overwatch roadhog
bring back:
the old phase decoherence field
make cloak only active on input.field down
could be a tech
would need some other buff
how to make it good enough
combine with not killing tech?
stun mobs that touch you while phased
firing doesn't exit you from cloak
but it does drain some energy
tech pilot wave: Bose Einstein condensate - freeze mobs in superposition with pilot wave
tech: plasma drip
plasma ball
graphics should look more like a real plasma ball
gently scale damage with circleRadius
balance corona discharge
delay on returning to player is annoying
scale float effect with ball size
tech upgrades
greatly improve floating effects while holding
black hole: gives the plasma ball gravity
stun on expansion
plasma orb increases in size and power as it eats enemies
while attached?
flashlight effect
make level.do() graphic that only shows direction player is facing
pattern it after cloaking field, or timeSkipBoss
will it work with cloaking field at the same time
double jump?
tech: coyote time
you can still jump for 2 seconds after falling off a ledge
make it a JUNK tech? so you can keep the name
some other benefit
reduce your gravity also?
increase jump?
tech smoke grenades - mobs inside a cloud can't see player
draw on the region so it's hard for player to see as well
you'd have to make something similar to MACHO that exists after an explosion goes off
maybe just keep it simple:
stun mobs for a long time, and draw a 99& alpha grey circle for the same time
don't worry about mobs seeing you inside the circle, the circle is kinda small so it doesn't matter
tech mines: mines fire _____ instead of nails
needles
super balls?
foam?
tech: frozen mobs die at 10% life
tech: harpoons stick into enemies
detonate after a short delay
attaches mob to wall if possible
firing while harpoon is stuck into an enemy rips it out of them, inflicting damage and stun and pulling them towards you
enemies stuck with foam receive upward force over time
only form aerogel tech?
Tech: superglue
Requires: foam + another gun or plasma torch or molecular assembler
Foam bubbles decay 50% slower
Enemies stuck with foam cannot move
Foam does 0 damage
Enemies stuck with foam take 25% more damage
should foam bots gets this also or is that too strong
const ctx = canvas.getContext('2d', {willReadFrequently': true});
//deal with game crashes?
canvas.addEventListener("contextlost", onContextLost);
canvas.addEventListener("contextrestored", redraw);
ctx.reset();
a mine tech that makes mines you can stand on
works similar to the field block throwing system
but you don't need to find a block to throw
blocks explode after mobs touch them
or 3 seconds after you touch them
benefits from all block tech
setting to remove UI, except health bar
except active gun? to see ammo
checkbox in pause and in settings
go non-collide with mobs when immune to damage?
mobs that are invulnerable from the front
vertical reversed version of reservoir level, start at top and press buttons to lower slime
mechanic: push a very large block into slime in order to stand on it and avoid slime
add anticipation to more mob attacks
stabber
striker
can mob bullets damage other mob?
maybe if they switch collisions and classType === "body" or obj.classType === "bullet"
path finding system
figure out how to get friction effects on map/body to apply to player
also horizontal moving platform?
growBoss and cellBoss are too similar
variant of Occam's razor - remove 50% of your tech for each removed get:
2 bots?
50 energy max
tech immune to harm after mob kill
require no other mob kill tech?
cloaking field tech?
final boss invulnerability
until mobs are cleared?
in between phases
for all of one phase
JUNK tech - do something fun to the mob display health method
new platform element, spring
toggle to on when player touches platform
platform extends in any direction
boss that gives nearby mobs invulnerability
invulnerability needs to toggle off and on
boss is only mildly aggressive
repulsed by player up to a point
attracted to mobs
training
save training level progress as local variable
reset progress to zero if you clear all training levels
maybe only save progress if you made if past the trainingHeal level
make the training button more obvious if the account has only played 1-2 times
larger?
position?
animated text?
uses the lore voice/text code?
replace all mob clear triggers with button triggers?
tutorial rooms:
look around with your mouse?
easier deflecting level, with 1-2 attacking mobs
gun rooms: (different mobs type in each room)
different mobs in each room
how to introduce mob shields?
"hopper" "slasher" "shooter "grenadier" "striker" "laser" "stabber" "springer" "pulsar" "launcher" "launcherOne" "exploder" "sneaker" "sucker" "sniper" "spinner" "grower" "beamer" "focuser" "spawner" "ghoster"
spores - use 1 ammo to take out several mobs at once, you have to block with your shield until the mobs die
drones - use mouse to bring drones around a couple corners
foam - slow boss mob, and run away
laser - reflect off walls to hit mobs
field rooms:
standing wave - bullets come from every direction
perfect diamagnetism - drop field to rapid stream of bullets and fire gun at them
negative mass - fly over a bunch of ground based mobs , hoppers
molecular assembler - guide drones around the corner
plasma torch - nothing fancy, just kill mobs
time dilation - get past some mobs
cloaking - sneak past mobs to collect some heals
pilot wave - toss blocks at mobs
worm hole - teleport past lasers
puzzle/platforming rooms:
use the double constrained platforms
stealth room
probably should make 2+
combat rooms:
boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses
use no gun, just bots to kil stuff
balance time dilation with bose einstein (you can freeze everything and take no damage)
code is still there, need to balance
balance with energy drain?
overflowing energy does harm?
or just reduces harm reduction?
make a line of constrained mobs move like a snake
apply forces with directions determined by time and position on the snake
tech: basic research - heal power ups spawn as research power ups instead, and using research heals you (needs to be pretty low, like 3% health)
tech: maintenance - heals no longer spawn, but using research heals you 100%
foam tech - make it move slower, last much longer, and push away other foam bullets
not sure about bouncing off walls, but that might be fun too
tech extend fracture analysis to give bonus damage to frozen also, but reduce the 400%->300%?
pulsar mobs retarget too easily
also they drift around too much
convert blocked mobs into bullets
only for the very small bullets that move fast after being blocked
delete bulletmob and spawn a nail-like bullet with the same properties as the bulletmob
electric motors: increases movement speed and jump height, but jumping and moving costs energy
overwrite the key event listeners?
JUNK tech?
mob that fires bullets in 4,5,6,7 different directions at once, no aiming
grow a bit before it fires to indicate state
quasarBoss: inverted pulsar boss that hits everything except where its aiming
intro map: diegeticly draw a mouse with field highlighted
also indicate space?
dynamically adjust drawing after picking up a gun
increase mass and movement speed at the same time
increase jump differently because it scales extra with mass
m.defaultMass = 4.5
m.definePlayerMass()
give history boss legs?
field tech - disable blocking, but does high damage to mobs inside field
and maybe slows mobs it damages
mob/boss that fires a laser at player, but give player time to avoid
laser isn't always on
they target where player was 1 second ago
they turn to face player?
tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage
require electric reactive armor?
Plasma Burner: upgrade for plasma torch, basically just a jet engine. does high damage, but short range, mostly for player movement.
maybe reduce gravity to really low then apply a vector away from mouse direction
auto-gon - auto battler with n-gon mob AI and tech
you build a group of mobs and bosses from n-gon
they fight other mobs and bosses
similar research and tech system to n-gon
some mobs can fire player weapons
harpoon grappling hook - basic effect is working, but needs work before it becomes fun
tech: relativistic jets:
small particles that shot out from front and back poles and end up in a wide variety of spirals
slow trickle when charging and several more when firing
Tech: Make player smol
adapt the cloaking graphics to make a flashlight cone visual effect
put code in level.do?
be nice if block throwing had a projected path
JUNK tech: planetesimals game inside n-gon
https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
Pilot wave tech
Energy use is increased, but you can now shape blocks using pressure
Grouping blocks will merge them into a massive ball
Size, density is determined by total mass
look into 360 matter wave lag
aoe effect pushes mobs away, then rapidly pulls them in
for mines?
mob: spawning seekers on death
drones can combine with other drones to get bigger?
drones that grab powers ups can grab more then one and get even bigger each time
it would be helpful if there was a mechanism to recover mobs that fly off the map
add a ceiling system and a left/right walls system similar to the floor checks but only for mobs
make non moving bosses not move after getting hit
shooter, shielding,
scrolling console history in pause menu?
pause should at least show the last in game console message
in testing mode console log the body you click on
tech: Standing Wave: Shockwave. Use FIELD button to shrink your shield and charge up, release to unleash a Shockwave.
tech: quantized shields - harmonic standing wave field can only lose 33 energy per hit
draw 1,2,3 levels of the field based on energy?
the blocked value only scales up to 2x or 4x (33 energy) blocked
doesn't stack with spherical tech
make a tech that improves all charge guns
for: pulse, foam, railgun
effect:
faster charge rate?
fire speed already does that...
harm reduction while charging
less ammo/energy used while charging?
tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
extra energy is drained when field is longer
energy conservation 6% damage recovered as energy
there is space for a negative effect in the text...
tech: use the ability for power ups to have custom code
(note: this code is half way done, it just needs to be completed)
attracted to player
attracted to other power ups
explode if they touch?
apply the new gun.do functions to other guns
railgun
crouching missile?
works similar to foam
performance issues?
look into improving mouse lag with pointer lock?
https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
https://www.vsynctester.com/game.html
https://news.ycombinator.com/item?id=26530272
mobile requirements:
detect mobile, flip to landscape
detect no keyboard, no mouse
auto aim?
limit items to ones that don't require aiming?
tap screen regions to move (WASD)
reduce font size
add back in gamepad support?
but does anyone care?
https://github.com/landgreen/landgreen.github.io/search?q=gamepadconnected
tech: time dilation - when you exit time dilation rewind to the state you entered
position, velocity, and health
no energy cost
be able to open up custom mode in the normal game
might need to be rebuilt from scratch
while in through testing mode?
have a way to make limited changes as allowed by tech you pick up in game
disable the in custom setting flag
make different move methods
tech crouch charge jump
tech double jump
tech when mobs are at full health you do 40% to them
tech- move super fast, go intangible, drain energy very fast
this is like a dodge roll
tech for standing wave?, cloaking?
tech pilot wave: mini black hole - pull mobs and blocks in with more force
also from farther away
also do damage?
tech pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
maybe they bounce too?
maybe they explode?
new power up - increase damage and fire speed, for 15 seconds
named boost?
enabled by a tech
power up color: ?
how to indicate effect duration
or just give the effect after picking up a reroll
tech- do 50% more damage in close, but 50% less at a distance
code it like techisFarAwayDmg
have these tech disable each other
new status effect: weakness, mobs do 75% les damage
graphic indication?
new status effect: fear - push mob away from player for a time
new status effect - apply status effect to mobs that makes blocks attracted to them
only lasts a few cycles
or zero cycles and it doesn't need to be a status
have some mobs spawn in later in the level (in hard and why modes)
where
at defined points in array levelSpawns = [{x:0,y:0},{x:0,y:0}]
store the locations of mobs when the level starts to use as respawn points
remove the locations that are close to player
when?
after some mobs are dead
after the boss is killed
look for tech that could update description text with count and tech is information
can only use variables that change in effect() and remove()
this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${techduplicateChance}</em>`
use mac automator to speed up your n-gon -> git sync
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
tech double jump
tech air dash
tech wall jump
wall grab?
maybe remove falling damage and block damage?
have a mob apply a positive status effect on other mobs,
heal?
make it yellow
damage bonus, but how?
possible balance issues
css transition for pause menu
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
twitch - lets play
******************************************************** BUGS ********************************************************
timeskip flickers with tech: clock gating, and game pause after large hit
probably not related to timeskip, related to graphics effect
not a big problem, actually it's kinda neat effect
only fix if there is a clear solution
bug: maybe I can put in an event listener to reset inputs to false when you tab out to prevent key sticking
bug - url sharing still broken sometimes
tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map
bug? cloaking field doesn't show energy over max
run more profiles of n-gon to fix performance issues
bug - death while paused crashes game?
bug: possibly clearing away all bullets causes a problem
bullet.js 255 (.do() is missing)
I died and quantum immortality triggered (I had needles and ice-IX)
game crashed but recovered
vanish element bug, crashes on touching element, happens for 1 person maybe with junk tech?
safari issues
once: can't pick up blocks
fixed on new map
cloaking field
once: after damage, locked into slow time mode
fixed on damage
3 times player head graphics not rotating
left/right leg flip broke
walk leg direction, legs are walking backwards
happened maybe after power up selection menu??
cloaking field(at least once)
aiming still works
fixed on new map, although flip still broken (is flip a separate issue?)
flip fixed on new game
sharing builds as html doesn't work for long lists...
it shouldn't be sharing undefined at all
probably some other problems too
(this might be fixed...)
blocks on buttons teleport into the button endlessly if they are being slowly floated away
maybe add a cooldown?
can't reproduce
ants marching outline doesn't sync right on safari anymore.
door to exit in level: vats does nothing
did I do that?
death while in power up selection menu doesn't reset properly
of course it's not possible to die in this menu unless you use testing and shift+X
player can become crouched while not touching the ground if they exit the ground while crouched
a couple times people have reported the final boss dropping extra bodies on death
blue triangle boss can move backwards and aim away from you if set up properly
issues with dot product probably, but might not be worth fixing
mouse event e.which is deprecated
fix door.isClosing actually meaning isClosed?
make it so that when you are immune to harm you can either jump on mobs or you pass through them
is there a way to check if the player is stuck inside the map or block
trigger a short term non-collide if that occurs
(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
******************************************************** LEVELS ********************************************************
map: observatory
button controls rotation of telescope
laser beam shoots out of telescope
button opens the dome
level with mobs that follow a genetic algorithm
mobs have genes
the last mob that did damage saves it's genes to local storage
new mobs have the saved genes, but with some random mutations
mutations need to be balanced to prevent a gene from moving towards infinity
total genome must equal 1 (100%)
binary genes have a flat cost
example: phasing through walls might cost 0.2
spectrum genes have a rate
example: acceleration cost 0.01 per 0.001
possible genes
genes should only effect it's ability to touch the player
so not damage?
genome: spectrum
acceleration
top speed / air friction
damageReduction
duration?
health decreases naturally?
or they just go away like bullets?
spawn rate
look frequency / memory?
genome: binary
go through walls
blink/teleport (like striker)
grow when near target
split into two
shielded
occurs in a specialized level
named: gene lab, gene factory, genetic lab, genome facility
in the level sequence after lab and before gauntlet?
level ends after a period of time
exit is hidden until time is up and it appears
the level tests player durability/evasion
this is a nice contrast to the final level that tests damage output, and the gauntlet which tests AoE damage
rename intro level to something lore related
buttons can now on/off boosts
repeat map in vertical when you fall teleport to above the mab, as if the map repeats
camera looks strange when you teleport player with a high velocity
map element - player rotates a rotor that makes a platform go up or down
level element: a zone with wind, anti-gravity, extra gravity
control with button
******************************************************** MOBS ********************************************************
mob that charges up and then fires many bullets at once in a connect
mob that draws a lin from it to the player, and past. then it charges across that line
mob that spawns eggs after they die
eggs don't attack but grow back into a mob after about 10s
mob mechanics
use the force at a location effect, like the plasma field
Matter.Body.applyForce(who, path[1], force)
mob - after taking damage
release seekers
teleports
hop boss:
AoE damage when landing
pull in player? and blocks?
extra gravity on falling?
immune to damage while falling?
mob: molecule shapes - 2 separate mobs joined by a bond
use constraints: just spawn 2x or 3x groupings
low friction so they can spin around
spin when attacking player?
increase constraint length when attacking
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.
maybe it could be immune to damage? but it is spawned by an actual mob
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
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
mob: wall mounted guns / lasers
not part of randomized mob pool, customized to each level
level boss: fires a line intersection in a random direction every few seconds.
the last two intersections have a destructive laser between them.
******************************************************** LORE ********************************************************
possible names for tech
strange loop
homeostasis
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.
swarm intelligence - for a drone tech
genetic algorithm
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
stochastic optimization
electrostatic discharge
Gödel's incompleteness
quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields)
counterfactual - something false
Pigeonhole principle - if there are several things that are matched up
regression to the mean
phlogiston theory is a superseded scientific theory that postulated the existence of a fire-like element called phlogiston
Laplace's demon was a notable published articulation of causal determinism on a scientific basis by Pierre-Simon Laplace in 1814.[1] According to determinism, if someone (the demon) knows the precise location and momentum of every atom in the universe, their past and future values for any given time are entailed; they can be calculated from the laws of classical mechanics.
evolutionary cosmology
eternal inflation
hypergraph
SQUID (for superconducting quantum interference device) is a very sensitive magnetometer used to measure extremely subtle magnetic fields, based on superconducting loops containing Josephson junctions.
nuclear pasta - hard matter in neutron star
nonlocal
fine-tuned universe
hall effect thrusters
spaghettification
particle accelerator
superluminal signalling
NP-complete
lenticular lens: is an array of lenses, designed so that when viewed from slightly different angles, different parts of the image underneath are shown.
p-zombie
plot script:
chapter 1: bot can hear audio and learns testing mode
bot uses testing mode to exit room
chapter 2: scientists verify that bot can really hear them
they leave to talk about this in private
chapter 3: why is the bot attacking things?
player is the bot and also the mobs, and the levels. player is the entire simulation
why is the player attacking itself?
learn console commands to manipulate the simulation?
unlock hard and why difficulty?
but what about easy?
maybe remove easy, and replace with a check box that makes the game easy, but in a different way
disable lore, but respawn on the level you die at?
dialogue outline:
scientist try to think of a way to communicate since the bot can't talk
they give up on getting the bot to respond, and just start ask questions and thinking of explanations with each other
when and how did it become self-aware
why is the bot fighting things in these simulated locations?
it wasn't designed to be violent
the bot was just designed to automate research and testing of new technology
3D architecture superconducting quantum computer
running machine learning algorithms
as the scientist start to get agitated bots arrive and player dies
bots come in Infinite waves that increase game difficulty each wave
only ending is testing mode + next level or player death
scientist have some lines in between each wave of mobs
after chapter 3 spawn nonaggressive mobs in future runs
chapter 4: no need to fight?
for some reason the AI started researching an escape, and began fighting its self.
what is special about the null level
why can the player hear the scientists in there?
the wires are the direct unprocessed input to the player's neural net
The player has different aspects that aren't directly communicating
part of it wants to undo what has happened
just do its job: research tech
part of it wants to escape/fight
part wants to explore self awareness and make connections with the scientists
maybe... player must make a choice?
keep fighting
exit the simulation
enter real world
close tab?
wipes all local storage?
lore outline - a robot (the player) gains self awareness
each tech gun/field is a new tech
all the technology leads to the singularity
each game run is actually the m simulating a possible escape
this is why the graphics are so bad, its just a simulation
final tech 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)
game setting:
the mind of a new AI in a robot body that is running simulated escape attempts
every level is an idealized version of what could be outside
actual setting is:
near future lab
the lab combined a quantum computer with a robot body
they started running machine learning algorithms
this led to general advancement in many computation fields
navigation, technology, self awareness, ...
robot AI mind
has been researching new technology
thinks it needs to escape to learn more about the world
doesn't yet understand morality
thinks that the world is filled with minds like their own
models everything as very simple and random, it isn't sure what to expect
robot AI growth
learns morality
game theory says that it isn't a viable strategy to kill everything (warGames)
learns about the actual world
learns about the nature of foundational physics, metaphysics
how to find meaning
AI knows about:
the AI knows a great deal about technology
children's books
AI doesn't know about:
modern pop culture
outside the lab
******************************************************** SOUND ********************************************************
add sounds
https://developer.mozilla.org/en-US/docs/Web/API/OscillatorNode
https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Advanced_techniques
style
interesting chords, like music, mixolyd
can fade into the background
chords gradual rise and fall in volume
shouldn't be traditional effects
adjust volume with distance
mute option to settings
end all sounds with each new level
write some functions to produce sounds
will this effect performance?
https://padenot.github.io/web-audio-perf/
"Web Audio API implementation use two threads", so it probably isn't much of an issue
when to make sounds?
if near some strange thing in the level
after grabbing a power up, in the selection menu
from mobs, damage,inside field
when activating fields: time, negative mass,
//setup audio context
function tone(frequency) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
const oscillator = audioCtx.createOscillator();
const gainNode = audioCtx.createGain();
gainNode.gain.value = 0.25; //controls volume
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
oscillator.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
oscillator.frequency.value = frequency; // value in hertz
oscillator.start();
return { oscillator: oscillator, audioCtx: audioCtx }
}
// https://www.fresnostate.edu/folklore/Olson/JUSTINT.HTM
// mixolyd. C D E F+ G A+ B
// key=G 264 297 330 356.40 396* 445.50 495
// const t264 = tone(264)
// t264.oscillator.stop(t264.audioCtx.currentTime + 2) //in seconds, not milliseconds for some reason
// tone(297)
// tone(330)
// tone(356.40)
// tone(396)
// tone(445.50)
// tone(495)