acute stress mod removes 1/3 (was 1/2) of your energy zoom works with i and o now cell boss has double the chance to spilt on damage. After it splits, each daughter cell has the mother's reduced health new gun neutron bomb, persistent AoE damage (might still have issues sticking to objects properly) new mob neutron bomb stuns mobs
180 lines
5.7 KiB
Plaintext
180 lines
5.7 KiB
Plaintext
acute stress mod removes 1/3 (was 1/2) of your energy
|
|
zoom works with i and o now
|
|
cell boss has double the chance to spilt on damage.
|
|
After it splits, each daughter cell has the mother's reduced health
|
|
|
|
new gun neutron bomb, persistent AoE damage
|
|
(might still have issues sticking to objects properly)
|
|
new mob neutron bomb stuns mobs
|
|
|
|
************** TODO - n-gon **************
|
|
|
|
extend neutron mob sticking code to foam gun and mines?
|
|
|
|
phase field is kinda annoying
|
|
large vision range,
|
|
faster animation (instant?)
|
|
shrink vision range slowly over time, not with energy
|
|
also shrink when firing or moving?
|
|
|
|
mod - frozen mobs take +33% damage
|
|
|
|
bot that punches nearby mobs
|
|
bot could have a regeneration phase, and a punching phase
|
|
indicate phase by the size, shape of bot
|
|
|
|
mod heal to full at the end of each level
|
|
heal mods no longer drop?
|
|
|
|
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
|
|
|
|
mobs that fire grenades
|
|
mobs that fire bullets
|
|
bullets that chase the player a bit (blue color)
|
|
short lived bullets that fire in every direction
|
|
or fire in a spiral over time
|
|
|
|
construct
|
|
display outline of map to be draw while mouse is down
|
|
toggle between maps and bodies
|
|
?highlight map/body mouse is over and be able to remove it?
|
|
display current output text in a box
|
|
live update it
|
|
|
|
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
|
|
|
|
scrap drops that can be used to buy things in a shop
|
|
scrap could be yellow
|
|
shop could appear every 4 levels
|
|
|
|
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 - killing a stunned mob gives something
|
|
ammo or heal power up?
|
|
|
|
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
|
|
|
|
mob sniper - targeting laser, then a high speed, no gravity bullet
|
|
|
|
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 |