Files
n-gon-improved/todo.txt
landgreen d1733a9153 incendiary ammunition
bug fix- spider boss moves at full speed again (watch out)
bots that uses energy, stop when you hit 50% energy if you have mass-energy mod
you get a warning before you overwrite your current gun due to integrated armament

gun - flak is removed
mod: incendiary ammunition - bullets explode
  shotgun,  nail gun,  drones,  super balls
2020-11-14 08:44:26 -08:00

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*********** NEXT PATCH ***********
bug fix- spider boss moves at full speed again (watch out)
bots that uses energy, stop when you hit 50% energy if you have mass-energy mod
you get a warning before you overwrite your current gun due to integrated armament
gun - flak is removed
mod: incendiary ammunition - bullets explode
shotgun, nail gun, drones, super balls
************** BUGS **************
(4+ reports before potential fix) bug - crouch and worm hole? -> crouch locked in
players have extra gravity
might be from the short jump code
added a line to wormhole to reset possible short jump
(3 reports) bug - getting locked into crouch on community levels, but showing the player as still standing
maybe improper vertices for map bodies
(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
(once) bug - mine spawned one new mine every second
after sticking to the top right corner of a wall
notes: had only gun mine, mod mine reclamation, field plasma,
(repeatable almost everytime) bug - mines spawn extra mines when fired at thin map wall while jumping
************** TODO **************
rework super balls - start with more damage, ramp slower from mods
+1 ball per shot from mods
small scale size increased
or incendiary and no size increase
mod - make neutron bomb a grenade mod
mod - railgun's push effect is increased, and it does some damage to nearby mobs
maybe only triggers at max energy
mod - neutron bomb needs a method to "catch" mobs in it's field
apply stun status effect
too similar to the stun effect?
mod - a 4th mod selection option that is always a gun or field
mod - nano scale field could be a mod
excess energy is converted to bullets
run this code in the energy overfill code check
possible issues
worm hole, Penrose process - nerf a bit
pair production - nerf and give it to anyone
cloaking field - maybe just don't spawn bullets when cloaked
Mod: "Solar Power": Energy regeneration is doubled while standing still
mod - self destruct - drones explode when they die
drones lose extra time on collisions, so they often explode after a collision
mod - a bot that eats up health and ammo, but poops out a mod (10 power ups = 1 mod?)
or it poops a reroll after picking up 2 heal/ammo
requires the reroll -> bot mod
4 rerolls can convert to a bot, also 1 rerolls can convert to 5% damage
the mods that do those effects could be required before you see this bot
it passes through walls
moves slower then the player so you can get to it before the bot if you hurry
disable crystalized armor?
mod - rerolls give at least 1 mod that applies your field and gun if possible
give fields and guns a tag
also spawn a few rerolls for balance?
mod: take less harm if you are in the air
require squirrel cage rotor
mod - explosions apply radiation damage over time
or spawn a neutron bomb with a short timer
mod - remove a random mod as a condition for picking up a really good mod
mod - double the player's time rate (like you do with the time dilation mod)
mod - do something for 2 seconds after firing
if (mech.fireCDcycle + 120)
mod - do 50% more damage in close, but 50% less at a distance
code it like mod.isFarAwayDmg
have these mods disable each other
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?
mod - foam is attracted to mobs
use a gravitational attraction model?
could foam be attracted to other foam bullets too?
or foam is only attracted to foam bullets that are stuck to mobs
is this too computationally intense?
name - static cling
could also do bremsstrahlung radiation like damage on attachment
field - one block orbits you, it can protect you a bit and do collision damage
use field to fire and press field again to pull it back
mod - more blocks
mod - attach a permanent neutron bomb to the block
lowers energy regen, but it can damage mobs
wormholes need to give feedback on where a portal can go
or automatically put portals in safe places
find a way to automatically show patch information from github on n-gon main page
repeat map in vertical and horizontal space
or at least vertical space
camera looks strange when you teleport player with a high velocity
sucker mobs do something when they touch blocks
heal
remove the blocks from the map
add an ending to the game
maybe the game ending should ask you to open the console and type in some commands like in the end of doki doki
mirror ending (if no cheats)
level after final boss battle is the intro level, but flipped left right, with a fake player
damage the fake player to end the game
message about go outside
no ending (if cheats)
game goes on forever
also game goes on if player attacks, the fake player
game never ends if you have used cheats
new status effect: fear - push mob away from player for a time
new status effect - apply status effect to mobs that makes blocks attracted to them
only lasts a few cycles
have some mobs spawn in later in the level (in hard and why modes)
where
at defined points in array levelSpawns = [{x:0,y:0},{x:0,y:0}]
store the locations of mobs when the level starts to use as respawn points
remove the locations that are close to player
when?
after some mobs are dead
after the boss is killed
look for mods that could update description text with count and mod.is information
can only use variables that change in effect() and remove()
this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${mod.duplicateChance}</em>`
mouse event e.which is deprecated
add a flag to some bullets to indicate that mobs can't learn the player position from bullet damage in bullet-mob collisions
if isNotRevealPlayerLocation flag is true have the mob still know player location if nearby player
on hide if bullet age is above 4 seconds?
spores
mines
conditions to reveal player from damage?
1. bullet spawned from player
2. bullet is less than 4 seconds old
3. damage is nearby player or in line of sight of player
add some more computer / AI stuff to the level lore text
general idea: shrink mech.baseHealth in a mod or field
change player color based on harm reduction
standing wave harmonics mod - push things away
push scales with mass up to about 4
has a 25% effect on shielded mobs?
push when using field key
or push away at the peak of an oscillation
or always push
map element - player rotates a rotor that makes a platform go up or down
use mac automator to speed up your n-gon -> git sync
fix door.isOpen actually meaning isClosed
level Boss: fractal Sierpiński triangle
https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
spawns a 1/2 size version of the boss, this version can also spawn a smaller version, but it is capped at some size level
they spawn once at the start of the level
if a version dies, one can be replaced every ten seconds by the largest version
level element: a zone with wind, anti-gravity, extra gravity
control with button
give mobs more animal-like behaviors like rain world
mobs play, look for food, explore
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
map: laboratory
rooms with switches that change physics
gravity room
portal room
laser room
radiation room
a button that spawns a heal.
mob: wall mounted guns / lasers
not part of randomized mob pool, customized to each level
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
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)
level boss: fires a line intersection in a random direction every few seconds.
the last two intersections have a destructive laser between them.
map: observatory
button controls rotation of telescope
laser beam shoots out of telescope
button opens the dome
map: prison
doors linked to buttons
mobs inside the doors?
graphic idea: bezier curve that moves smoothly from mob to mob
loops around player
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?
redblobgames.com/articles/visibility
https://github.com/Silverwolf90/2d-visibility/tree/master/src
could apply to explosions, neutron bomb, player LOS
possible names for mods
holonomy - parallel transport of a vector leads to movement (applies to curved space)
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
an effect when canceling a power up
ammo? heals?
50% chance for a mod, 25% heal, 25% ammo
add player Scent Trails for mob navigation
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
css transition for pause menu
animate new level spawn by having the map aspects randomly fly into place
n-gon outreach ideas
blips - errant signal on youtube
reddit - r/IndieGaming
hacker news - show hacker news post
paste this into console to see fps
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