perfect diamagnetism balance and graphics unique energy colors for fields game info on pause screen falling off the map, on easy and normal difficulty sets the player to the entrance sets power ups to the exit
199 lines
6.8 KiB
Plaintext
199 lines
6.8 KiB
Plaintext
perfect diamagnetism balance and graphics
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unique energy colors for fields
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game info on pause screen
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falling off the map, on easy and normal difficulty
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sets the player to the entrance
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sets power ups to the exit
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************** TODO - n-gon **************
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perfect diamagnetism should get larger as it blocks more, and then slowly fad back to the normal size
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gun or mod - drones that only last for 2 seconds
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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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mobs - add in a function to the main loops that does injected code for each mob
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each mob would get an object with a game.cycle for ending and a method to run each cycle until the end is met
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this could be a DoT, graphics, slow, blind
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stun - combine blind, slow
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with increased gravity effects, but how
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burn effect doesn't look right, too similar to poison
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burn status could spread to player
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mod - grenade explosions stun enemies
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mod - vacuum bomb does DoT damage after exploding
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mod - super balls become fire balls?
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mod - laser mod has a chance to set things on fire
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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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its 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 - 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 |