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n-gon-improved/todo.txt
2020-06-25 18:47:21 -07:00

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rerolls drop 60% more often
mines delay a 1/2 second longer before they arm
mod: supply chain - doubles your current ammo, requires mod:logistics
mod: neocognitron - pulse auto aiming
************** TODO - n-gon **************
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
levels: make a function in the main game loop that runs level specific code
reset the level function as each new level loads
mod: efficient shielding (requires standing wave harmonics field)
lowers force applied when blocking mobs (instead of flinging them away, you push them like with plasma torch), but uses less energy to block mobs
and making it so liquid nitrogen and uranium reactor core have that effect in a radius around the player instead of on contact
the idea being that you're sacrificing defense and instead of flinging away mobs when they touch the field, you're letting them stay longer in your field so that they take more damage
mod harmonic shield: slow everything in range around shield (temporal shield)
set max speed?
need a mod that effects ice status
mod: ice status effect lasts twice as long
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?
pulse and laser can auto aim
can hit multiple targets if they are in range
make a visual indication of max health
shrink font on small screens (so you can see 5 options on power ups)
graphic idea: bezier curve that moves smoothly from mob to mob
loops around player
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
what about a neutron bomb mod, that causes the bomb to activate right after you fire and slowly move forward with no gravity
redblobgames.com/articles/visibility
https://github.com/Silverwolf90/2d-visibility/tree/master/src
could apply to explosions, neutron bomb, player LOS
bug - sticking bullets don't always gain the correct speed from mobs after they die
possible names for mods
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
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
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)
mob - stuns, or slows player
boss mob - let it die multiple times and come back to life
on death event spawns a new version of self, but with a decrementing counter
bullets cost 5 life instead of ammo, but return 5 life when they hit a mob
replace life with energy or ammo?
an effect when canceling a power up
ammo? heals?
50% chance for a mod, 25% heal, 25% ammo
liquid nitrogen cooling
Mobs freeze on contact with the player
uranium reactor core
Mobs get irradiated on contact with the player
add player Scent Trails for mob navigation
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
mod - scale squirrel cage rotor with current energy
is variable speed going to be hard to deal with?
mod - you can no longer see your current health
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
mod - blocks stun mobs
settings - custom keys binding
css transition for pause menu
gun/field: portals
use the code from mines to get them to stick to walls
or lasers
alternate red and blue portals
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.
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
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
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
n-gon outreach ideas
blips - errant signal on youtube
reddit - r/IndieGaming
hacker news - show hacker news post