mini black hole mobs travel through walls mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining removed rail gun mod - frame dragging bug fixed - rail gun bugs out when your charge speed gets very low mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds
262 lines
9.9 KiB
Plaintext
262 lines
9.9 KiB
Plaintext
*********** NEXT PATCH ***********
|
|
|
|
mini black hole mobs travel through walls
|
|
|
|
mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob
|
|
|
|
mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining
|
|
removed rail gun mod - frame dragging
|
|
bug fixed - rail gun bugs out when your charge speed gets very low
|
|
|
|
mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds
|
|
|
|
************** BUGS **************
|
|
|
|
bug - crouch and worm hole? -> crouch locked in
|
|
bug - getting locked into crouch on community levels, but showing the player as still standing
|
|
|
|
bug - capping the fps causes random slow downs, that can be fixed with pause
|
|
|
|
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,
|
|
bug - mines spawn extra mines when fired at thin map wall while jumping
|
|
|
|
************** MODS **************
|
|
|
|
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
|
|
|
|
************** TODO **************
|
|
|
|
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
|
|
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);})() |