4 new mods: perpetual ammo/rerolls/heals - get that power up at the start of each level
also perpetual stun: stuns all mobs for 8 seconds at the start
319 lines
12 KiB
Plaintext
319 lines
12 KiB
Plaintext
*********** NEXT PATCH ***********
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4 new mods: perpetual ammo/rerolls/heals - get that power up at the start of each level
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also perpetual stun: stuns all mobs for 8 seconds at the start
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************** BUGS **************
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(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
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(4+ reports before potential fix) bug - crouch and worm hole? -> crouch locked in
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players have extra gravity
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might be from the short jump code
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add in a check every 5 seconds to try and fix it
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(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
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(once) bug - mine spawned one new mine every second
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after sticking to the top right corner of a wall
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notes: had only gun mine, mod mine reclamation, field plasma,
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(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
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************** TODO **************
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bot that follows the players history
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1st bot is at 5s, 2nd is at 4.5s, ...
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effect:
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give player energy overfill
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damage mobs on contact
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damage bonus damage reduction push away mobs
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mob vision: look at player history
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build a new type of attraction for mobs
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if mobs can't see player, they check to see if they can see where the player was in the history
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if mobs can't see player, they could check to see if they can find player in the past
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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 negative mass field - mobs caught in the field take damage that increases with the relative velocity between the player and mob
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wormhole - make it clear when the wormhole can and can't teleport to a location before the player clicks
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time dilation - slow down the game engine by 1/2, but run an extra player cycle to simulate slow motion
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flavor - your bullets destroy blocks
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this isn't really a bonus, so maybe just add this as flavor to another mod/field/gun
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a chance for destroyed blocks to drop ammo?
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mod plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
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grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
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extra energy is drained when field is longer
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using a reroll gives 3 options for mods, and 3 options for guns/fields/mods
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or 6 options for mods (rewrite mod selection to work with 1-6 options)
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the second stack of 3 mods could have repeats, so you don't have to write new mod code
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adjust css to make 2 columns of 3
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can't use with cardinality
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new power up - increase damage and fire speed, for 15 seconds
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named boost?
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enabled by a mod?
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power up color: ?
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how to indicate effect duration
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or just give the effect after picking up a reroll
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add an ending to the game
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maybe the game ending should ask you to open the console and type in some commands like in the end of doki doki
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mirror ending (if no cheats)
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level after final boss battle is the intro level, but flipped left right, with a fake player
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damage the fake player to end the game
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message about go outside
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no ending (if cheats)
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game goes on forever
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also game goes on if player attacks, the fake player
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game never ends if you have used cheats
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Mod: "Solar Power": Energy regeneration is doubled while standing still
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run in the 1 second check
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mechanic - remove a random mod as a condition for picking up a really good mod
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mechanic - do something for 2 seconds after firing
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if (mech.fireCDcycle + 120)
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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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mod - foam is attracted to mobs
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use a gravitational attraction model?
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could foam be attracted to other foam bullets too?
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or foam is only attracted to foam bullets that are stuck to mobs
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is this too computationally intense?
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name - static cling
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could also do bremsstrahlung radiation like damage on attachment
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field - one block orbits you, it can protect you a bit and do collision damage
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use field to fire and press field again to pull it back
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mod - more blocks
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mod - attach a permanent neutron bomb to the block
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lowers energy regen, but it can damage mobs
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repeat map in vertical and horizontal space
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or at least vertical space
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camera looks strange when you teleport player with a high velocity
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new status effect: fear - push mob away from player for a time
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new status effect - apply status effect to mobs that makes blocks attracted to them
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only lasts a few cycles
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or zero cycles and it doesn't need to be a status
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have some mobs spawn in later in the level (in hard and why modes)
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where
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at defined points in array levelSpawns = [{x:0,y:0},{x:0,y:0}]
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store the locations of mobs when the level starts to use as respawn points
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remove the locations that are close to player
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when?
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after some mobs are dead
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after the boss is killed
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look for mods that could update description text with count and mod.is information
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can only use variables that change in effect() and remove()
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this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${mod.duplicateChance}</em>`
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mouse event e.which is deprecated
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add some more computer / AI stuff to the level lore text
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mechanic - shrink mech.baseHealth in a mod or field
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standing wave harmonics mod - push things away
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push scales with mass up to about 4
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has a 25% effect on shielded mobs?
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push when using field key
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or push away at the peak of an oscillation
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or always push
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map element - player rotates a rotor that makes a platform go up or down
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use mac automator to speed up your n-gon -> git sync
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fix door.isOpen actually meaning isClosed
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level Boss: fractal Sierpiński triangle
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https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
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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
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they spawn once at the start of the level
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if a version dies, one can be replaced every ten seconds by the largest version
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level element: a zone with wind, anti-gravity, extra gravity
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control with button
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give mobs more animal-like behaviors like rain world
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mobs play, look for food, explore
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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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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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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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graphic idea: bezier curve that moves smoothly from mob to mob
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loops around player
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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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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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possible names for mods
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holonomy - parallel transport of a vector leads to movement (applies to curved space)
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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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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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css transition for pause menu
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animate new level spawn by having the map aspects randomly fly into place
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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
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paste this into console to see fps
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javascript:(function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//mrdoob.github.io/stats.js/build/stats.min.js';document.head.appendChild(script);})()
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************** LORE **************
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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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game setting:
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the mind of a new AI in a robot body that is running simulated escape attempts
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every level is an idealized version of what could be outside
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actual setting is:
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near future lab
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the lab combined a quantum computer with a robot body
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they started running machine learning algorithms
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this led to general advancement in many computation fields
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navigation, technology, self awareness, ...
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robot AI mind
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has been researching new technology
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thinks it needs to escape to learn more about the world
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doesn't yet understand morality
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thinks that the world is filled with minds like their own
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models everything as very simple and random, it isn't sure what to expect
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robot AI growth
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learns morality
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game theory says that it isn't a viable strategy to kill everything (warGames)
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learns about the actual world
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learns about the nature of foundational physics, metaphysics
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how to find meaning
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AI knows about:
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the AI knows a great deal about technology
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children's books
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AI doesn't know about:
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modern pop culture
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outside the lab
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robot AI communication
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output to
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bottom left message
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tab title?
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style
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make it look like a computer terminal
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mono space font
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square edges
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in baby talk?
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with random ASCII gibberish letters
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end each message with a hexadecimal encryption code/hash
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message after selecting each new (mod / gun / field)
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put messages in (mod / gun / field) method
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at start of run
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write custom dialogue for field / guns / mods used in last game
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you'd have to store an array of guns/fields/mod used last game
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n-gon escape simulation ${random seed}
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say something about what mobs types are queued up, and level order |