Files
n-gon-improved/todo.txt
landgreen e66538820e wording
2020-04-05 05:16:45 -07:00

147 lines
4.9 KiB
Plaintext

************** TODO - n-gon **************
pulse and time dilation only ones left with no dedicated mod
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
make a global variable that goes up by one every time you play
show text at start, loading simulation #...
mod - status effects last 1 second longer
cryonics : a mod that increases the freezing time of mobs.
wait until you have more status effects written
mob Boss - time skipper: sends a pulse wave out that will cause time to jump forward 1 second.
what about a series of short time skips forward 10 cycles at a time
MOB stabber - extends one vector like the shooter, but quickly in order to stab
work on burn status effect
graphics don't look right
how is it different from the chemical dot
mod - nails do poison damage
mod - increase laser bot range, and reduce energy drain
mod - mines become a turret that fires nails
it could float to the mouse location on fire
dash - mod when pressing left or right on the ground, teleport to the right until you find an obstruction
do repeated horizontal zone queries until they hit map or block
up to a max range of like 10 player widths
this didn't work as a field, but maybe as a gun?
mod - blocks stun mobs
mod or field - turn blocks into spores or drones
mod - robot that attack nearby mobs, and delivers a stun status effect
use laser bot code for the attack
large and 5 sided?
settings - auto aim at nearest mob
settings - custom keys binding
mod - energy recharges faster when not moving
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
large rotating fan that the player has to move through
nonaggressive mobs
in the final level you see your self at the starting level, with the wires
you shoot your self to wake up?
MOB sniper - targeting laser, then a high speed, no gravity bullet
css transition for pause menu
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
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
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