large mods shrink on death instead of disappearing new boss mob: spiderBoss mod - Bayesian interference -> determinism spawn 4 mods and 2 heals, future power ups are limited to one choice mod - Leveraged investments -> Bayesian interference 33% chance for double power ups to drop, remove all future ammo power ups (serious progress on my level construction tools, but it's not ready yet)
168 lines
5.5 KiB
Plaintext
168 lines
5.5 KiB
Plaintext
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large mods shrink on death instead of disappearing
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new boss mob: spiderBoss
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mod - Bayesian interference -> determinism
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spawn 4 mods and 2 heals, future power ups are limited to one choice
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mod - Leveraged investments -> Bayesian interference
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33% chance for double power ups to drop, remove all future ammo power ups
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(serious progress on my level construction tools, but it's not ready yet)
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************** TODO - n-gon **************
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construct
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display outline of map to be draw while mouse is down
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toggle between maps and bodies
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?highlight map/body mouse is over and be able to remove it?
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display current output text in a box
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live update it
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mod - blocking with perfect diamagnetism fires your gun
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maybe doesn't trigger cooldown?
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does use ammo
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mod - annihilation might be unbalanced?
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boss mob - let it die multiple times and come back to life
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on death event spawns a new version of self, but with a decrementing counter
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foam - check for touching map / blocks and slow foam down rather then bounce off walls
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quantum foam should just skip the shield
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red flashes when you take damage were replaced with the color of your energy bar
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When you have mass energy equivalence
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mod - missiles: fire 3 small missiles
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disables missile replication mod
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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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atmosphere levels: 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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large rotating fan that the player has to move through
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nonaggressive mobs
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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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bullets cost 5 life instead of ammo, but return 5 life when they hit a mob
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replace life with energy or ammo?
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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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liquid nitrogen cooling
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Mobs freeze on contact with the player
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uranium reactor core
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Mobs get irradiated on contact with the player
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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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mod - killing a stunned mob gives something
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ammo or heal power up?
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mod - scale squirrel cage rotor with current energy
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is variable speed going to be hard to deal with?
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boss level for timeSkipBoss because of game instability for boss on normal levels
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boss level needs to be very simple (maybe no other mobs, or no random mobs)
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mod - you can no longer see your current health
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boss mob - just a faster and larger version of a springer mob
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could have a more frequent random walk
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always shielded
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consider combining with time skipper field?
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mob - time skipper: sends a pulse wave out that will cause time to jump forward 1 second.
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mob sniper - targeting laser, then a high speed, no gravity bullet
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mod - increase laser bot range, and reduce energy drain
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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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mod - blocks stun mobs
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settings - custom keys binding
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css transition for pause menu
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mod - do more damage when not moving?
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gun/field: portals
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use the code from mines to get them to stick to walls
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or lasers
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alternate red and blue portals
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weekly random challenge where everyone playing each week gets the same random setup.
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The randomness would be determined by the date so it would sync everyone.
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power ups still drop, but the drops are determined by a preset list that changes each week.
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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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small Boss levels
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sensor that locks you in after you enter the boss room
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boss that eats other mobs and gains stats from them
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chance to spawn on any level (past level 5)
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add a key that player picks up and needs to set on the exit door to open it
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make power ups keep moving to player if the pickup field is turned off before they get picked up
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not sure how to do this without adding a constant check
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animate new level spawn by having the map aspects randomly fly into place
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give mobs more animal-like behaviors
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like rain world
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give mobs something to do when they don't see player
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explore map
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eat power ups
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drop power up (if killed after eating one)
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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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game mechanics
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mechanics that support the physics engine
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add rope/constraint
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get ideas from game: limbo / inside
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environmental hazards
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laser
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lava
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button / switch
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door
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fizzler
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moving platform
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map zones
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water
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low friction ground
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bouncy ground |