187 lines
6.2 KiB
Plaintext
187 lines
6.2 KiB
Plaintext
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************** TODO - n-gon **************
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desublimated ammo + mine reclaimation not fun game play interaction
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work on burn status effect
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graphics don't look right
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how is it different from the chemical dot
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perfect diamagnetism should get larger as it blocks more, and then slowly fade back to the normal size
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gun - bullets that acts like drones but only last for 2 seconds and do more damage
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field - the basic field emitter, but no energy loss and no knock back on blocks
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this field should make blocking a viable strategy
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gain energy on blocking?
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call it diamagnetic field and remove the diamagnetism mod?
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mod - nails do poison damage
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mod - increase laser bot range, and reduce energy drain
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mod - mines become a turret that fires nails
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it could float to the mouse location on fire
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dash - mod when pressing left or right on the ground, teleport to the right until you find an obstruction
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do repeated horizontal zone queries until they hit map or block
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up to a max range of like 10 player widths
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bug - mech.fieldShieldingScale doesn't reset when switching fields
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mod - blocks stun mobs
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mod or field - turn blocks into spores or drones
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mod - robot that attack nearby mobs, and delivers a stun status effect
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use laser bot code for the attack
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large and 5 sided?
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bug - getting stuck in crouch mode
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press T to see it visually
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happened twice to me so far
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once right after selecting a mod with lots of blocks around
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I don't think I was holding a block
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might have been standing on a block... not sure
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settings - auto aim at nearest mob
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settings - custom keys binding
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gun - buff vacuum bomb
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it's weak late game
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can't spam it faster
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bad vs. shields
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doesn't scale up to huge groups
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buff collision damage?
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mod - double explosions?
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mod - doesn't suck player in?
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mod - DoT damage after exploding
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mod - make bodies destroyable
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they drop ammo and heals
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mod - energy recharges faster when not moving
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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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atmosphere levels: 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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large rotating fan that the player has to move through
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nonaggressive mobs
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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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mob: targeting laser, then a high speed, no gravity bullet
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mod - status effects last 1 second longer
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wait until you have more status effects written
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mod - time dilation - Quantum Recovery
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Expending all your energy while using the field will
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cause the player to go back in time to 3 seconds before the field was activated
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resets ammo?, health, position, velocity
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need to track player info in game.checks() in an array
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put the array in the time field object
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cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
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css transition for pause menu
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field that pushes everything back, and can destroy smaller blocks
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converts blocks into ammo power ups
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mod: bot that fires minigun bullets
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only fires when your mouse is held down
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mod: do extra damage based on your speed
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do more damage when not moving?
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take less damage when not moving?
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gun/field: portals
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use the code from mines to get them to stick to walls
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or lasers
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alternate red and blue portals
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missiles don't explode reliably enough
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they can bounce, which is cool, but they should still explode right after a bounce
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weekly random challenge where everyone playing each week gets the same random setup.
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The randomness would be determined by the date so it would sync everyone.
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power ups still drop, but the drops are determined by a preset list that changes each week.
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mod: do something at the end of each level
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heal to full
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should still be effected by the heal reduction at higher difficulty
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give ammo to current gun
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give goals/quests for each level
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how to track goals?
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take no damage
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don't shoot
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gun: Spirit Bomb (singularity)
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use charge up like rail gun
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electricity graphics like plasma torch
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suck in nearby mobs, power ups?, blocks?
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sucked in stuff increase size
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uses energy
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hold above the player's head
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Boss levels
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sensor that locks you in after you enter the boss room
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boss that eats other mobs and gains stats from them
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chance to spawn on any level (past level 5)
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add a key that player picks up and needs to set on the exit door to open it
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make power ups keep moving to player if the pickup field is turned off before they get picked up
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not sure how to do this without adding a constant check
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animate new level spawn by having the map aspects randomly fly into place
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new map with repeating endlessness
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get ideas from Manifold Garden game
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if falling, get teleported above the map
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I tried it, but had trouble getting the camera to adjust to the teleportation
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this can apply to blocks mobs, and power ups as well
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give mobs more animal-like behaviors
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like rain world
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give mobs something to do when they don't see player
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explore map
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eat power ups
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drop power up (if killed after eating one)
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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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game mechanics
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mechanics that support the physics engine
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add rope/constraint
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get ideas from game: limbo / inside
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environmental hazards
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laser
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lava
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button / switch
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door
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fizzler
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moving platform
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map zones
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water
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low friction ground
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bouncy ground |