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n-gon-improved/todo.txt
landgreen dd8df8f563 thermoelectric balance
ice IX mod: thermoelectric effect - when ice IX kills a mob heal 3% and regen 66% energy
2020-10-06 19:37:58 -07:00

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ice IX mod: thermoelectric effect - when ice IX kills a mob heal 3% and regen 66% energy
************** TODO - n-gon **************
all explosions based guns seem weak, buff damage?
vacuum bomb applies status effect to mobs that makes blocks attracted to them
mod: take less harm if you are moving fast
require squirrel cage rotor
getting stuck above a mob can immobilize player
just allow player to jump on mobs again?
occurs with Pauli exclusion, and time dilation field immunity - mod time-like world line
add a knock to player mob collisions even while player is immune to damage
keep the knock very small
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,
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
mod - mines stun targets nearby when they explode
mod - do something for 2 seconds after firing
if (mech.fireCDcycle + 120)
Health mod idea: health can go above max health. At the end of each level, the amount of health above max is halved.
general idea: shrink mech.baseHealth in a mod or field
mod: some drones(or spores) have a chance to spawn as a more power full version
do electric damage to nearby mobs
stun effect?
a bot that eats up health and ammo, but poops a reroll after picking up 2 power ups
it passes through walls
moves slower then the player so you can get to it before the bot if you hurry
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
disable crystalized armor?
could convert rerolls, ammo, and health into mods instead
mod: radiation effects can spread to nearby mobs
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
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
mod - laser fires 3 beams
give missiles a suck and delay explosion, like vacuum bomb
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)
new gun - deploy a turret that last for 20 seconds
fire nails at nearby targets once a second.
use mine code and bot code
mod - mines become a turret that fires nails
it could float to the mouse location on fire
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?
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 harmonic shield: slow everything in range around shield (temporal shield)
set max speed?
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?
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?
bug - mines spawn extra mines when fired at thin map wall while jumping
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
settings - custom keys binding
css transition for pause menu
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
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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