154 lines
5.0 KiB
Plaintext
154 lines
5.0 KiB
Plaintext
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foam gun now slows down when touching walls
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mod - quantum foam now bypasses shields
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Bayesian now only give one mod choice on election, but 33% (from 20%) chance at double power ups
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************** TODO - n-gon **************
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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 |