235 lines
7.5 KiB
Plaintext
235 lines
7.5 KiB
Plaintext
the game zooms out a bit when the mouse is near the edge of the browser window
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(is it annoying or helpful?)
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maybe I should add in a smoothing variable for the edge zoom
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************** TODO - n-gon **************
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drop level boss rate mods a bit earlier
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or increase damage scaling
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fix tension on stronghold
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zoom out a bit when mouse is near edge of screen
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map: laboratory
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rooms with switches that change physics
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gravity room
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portal room
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laser room
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radiation room
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a button that spawns a heal.
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mob: wall mounted guns / lasers
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not part of randomized mob pool, customized to each level
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atmosphere levels
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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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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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nonaggressive mobs
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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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can the (robot)
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(escape captivity, and learn new technology)
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while managing (health, energy, negatives of technological upgrades)
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to overcome the (mobs, dangerous levels)
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to achieve a (technological singularity/positive technological feedback loop)
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new gun - deploy a turret that last for 20 seconds
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fire nails at nearby targets once a second.
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use mine code and bot code
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minigun: high caliber - rework
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slow down the bullets even more and increase the size?
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remove and actually make a full gun like this?
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portals:
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portal while holding block sometimes send player back to original portal
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only seems to happen with the bottom right block
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extend to bodies (mobs?)
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use buttons to turn on and off?
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level boss: boss that dies and comes back to life but with one less side until it hits 3 sides
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change color too (hsl)
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boss shrinks and moves faster after each death
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level boss: fires a line intersection in a random direction every few seconds.
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the last two intersections have a destructive laser between them.
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map: observatory
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button controls rotation of telescope
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laser beam shoots out of telescope
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button opens the dome
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map: prison
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doors linked to buttons
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mobs inside the doors?
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map: airport
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button: blocks that are on the button at an angle will slowly slide off the button
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maybe just avoid long blocks near the button?
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maybe actively hold the button in place?
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mod - do 50% more damage in close, but 50% less at a distance
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code it like mod.isFarAwayDmg
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have these mods disable each other
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phase field still isn't fun
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rework renormalization mod as well
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does phase field need the stealth flag?
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mod: use the stealth flag from the phase decoherence field
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maybe trigger it along with the damage immunity CD
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mod harmonic shield: slow everything in range around shield (temporal shield)
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set max speed?
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mod: bot very slowly follows you and gives you a bonus when it's in range
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it moves through walls
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effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player?
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graphic idea: bezier curve that moves smoothly from mob to mob
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loops around player
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graphic: give rail gun projectile a trail
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only draw above speed 5
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track previous positions?
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movement fluidity
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let legs jump on mobs, but player will still take damage
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like: ori and the blind forest, celeste
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many of the movement abilities in these games require levels to be built around the ability
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general feeling of responsiveness and control
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coyote time: can still jump a few cycles after leaving ground
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mod: double jump
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mod: air dash
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mod: wall jump
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wall grab?
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maybe remove falling damage and block damage?
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bug - mines spawn extra mines when fired at thin map wall while jumping
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redblobgames.com/articles/visibility
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https://github.com/Silverwolf90/2d-visibility/tree/master/src
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could apply to explosions, neutron bomb, player LOS
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bug - sticking bullets don't always gain the correct speed from mobs after they die
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possible names for mods
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Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
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have a mob apply a positive status effect on other mobs,
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heal?
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make it yellow
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damage bonus, but how?
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possible balance issues
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boss levels - small levels just a boss, and maybe a few mobs
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boss level for timeSkipBoss because of game instability for boss on normal levels
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this might not fix issues
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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 - 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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mod - you can no longer see your current health
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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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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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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
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n-gon outreach ideas
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blips - errant signal on youtube
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reddit - r/IndieGaming
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hacker news - show hacker news post |