4.9 KiB
make a var that tracks the last time a kill was made mod - squirrel cage rotor - effect is only active for 10 seconds after killing a mob turn this off in game.checks() mod - do more damage for 10 seconds after killing a mob mod - energy or health regeneration for 10 seconds after killing a mob run this effect in game.checks()
mod - mines - fire something instead of needles on activation foam?, flak?, vacuum bomb, super balls make a different mod for each type of bullet mine can fire
mod - energy recharges faster when not moving
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 atmosphere levels that explore lore give the user a rest, between combat low combat more graphics large rotating fan that the player has to move through nonaggressive mobs one mob attacking the passive mobs in the final level you see your self at the starting level, with the wires you shoot your self to wake up?
shotgun - even more short range effects
mod: flechettes - each burst fires an extra flechettes mod: flechettes - stick into mobs and do poison damage, like foam
mod: foam - does extra poison dmg (to get past shields)
mod: vacuum bomb - does a constant suck
mod: shield harmonics - large field radius
mod: shotgun - fire extra shot but also increase spread?
speed up movement for all gameplay higher gravity, larger jump force faster horizontal acceleration only increase top speed a bit
mob: targeting laser, then a high speed, no gravity bullet
add difficulty slider to custom?
add recursive mod counts to pause screen
css transition for pause menu
field that pushes everything back, and can destroy smaller blocks converts blocks into ammo power ups
mod: make player invisible when... use the flag from phase field when health is low?
field: a larger radius that attracted enemies still deflected them near the robot convert the health of mobs into energy when they are being attracted
mod: chance to not die from fatal damage also push mobs and bodies away? also heal?
mod: bot that fires minigun bullets only fires when your mouse is held down
mod: do extra damage based on your speed do more damage when not moving? take less damage when not moving?
gun/field: portals use the code from mines to get them to stick to walls or lasers alternate red and blue portals
missiles don't explode reliably enough they can bounce, which is cool, but they should still explode right after a bounce
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.
mod: do something at the end of each level heal to full should still be effected by the heal reduction at higher difficulty give ammo to current gun give goals/quests for each level how to track goals? take no damage don't shoot
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
Boss levels sensor that locks you in after you enter the boss room boss that eats other mobs and gains stats from them chance to spawn on any level (past level 5)
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
new map with repeating endlessness get ideas from Manifold Garden game if falling, get teleported above the map I tried it, but had trouble getting the camera to adjust to the teleportation this can apply to blocks mobs, and power ups as well
field power up effects field allows player to hold and throw living mobs and hack mobs
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