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todo.txt
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todo.txt
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******************************************************** NEXT PATCH **************************************************
some new images
bug fixes
*********************************************************** TODO *****************************************************
tech: using research spawns a heal and ammo
Tech: relativity
Simulation speed scales with movement speed. When still, time moves at 0.4 speed, at full walking speed it’s 1. (So if you’re falling or something and you move faster the simulation will be faster than usual)
Also a damage and/or defense boost to make it worth using
Tech: Turbine - Energy generation is proportional to your speed up to +X% energy generation at 40 speed
Tech: "Electric Reactive Armor": Defense increases by 2% for each 1 energy generation you have
wormhole tech - teleport away mobs with mass below 3 when they get too near the player
short CD, small energy cost, only mobs below a mass
extend brainstorming animation timers to fps cap?
will it be smoother or choppier?
anything else needs to hit limited fps on a high fps monitor?
level element - mover, transport
test effect of changing m.Vx on things like: shooting bullets?
extend the recentered friction zero to other things
like blocks the player stands on?
maybe zero on the horizontal velocity of whatever the player is standing on
extend uncertainty to superballs
maybe make aiming them more random?
perfect diamagnatism could bounce on mobs, or even map elements?
could work like a rocket jump?
Tech: Von Neuman probes - Drones will consume blocks to replicate themselves
it's a little too similar to the drone repair tech, but I kinda like it better. drones that eat blocks and spit out more drones is cool
tech: parry - immune to harm for 0.25-0.5 seconds after pressing field button
needs a 5 second CD?
tech: if a needle hits 2 mobs reset your fire CD
maybe to 2x damage for each consecutive mob hit?
maybe after a needle hits a mob the needle splits into 3 needles
tech for lens - you can only fire through the lens and some buff? damage or energy?
this was in todo.txt on GitHub. I think it should be 'laser never drains energy, but you can only fire through lens and +90° lens arc, +100% damage (also you can not gain compound lens with this upgrade)
new boss level like reactor with a very very big boss
mechanics around a very big boss?
maybe the boss moves into rooms so you have to do platforming to clear the room before the boss enters the room
boss can destroy blocks and smaller map elements
tech - after standing wave runs out of energy from blocking, gain a buff
buff: defense, damage?
aoe damage like railgun
push mobs away
level: lock
should there be something in the top part of the map?
add alt versions of left and right sides
make flipped L/R version (after everything else is done)
tech: add an selection option to all tech, gun, fields to do something
set all mobs to 30% health, and stun all mobs
50% chance to convert all power ups into research
heal to full
tech: if you die inside MACHO, heal to full and delete the MACHO for the rest of the Level
MACHO gives less defense
tech: after bosses die<br>they spawn a research
tech: +8% damage each time you kill a boss
tech: maybe missiles explode when they hit walls, but explosions only drain energy
tech: sticky grenades
needs another effect to be good enough
stick to mobs?
make a mob similar to slasher
because it's just a very well made mob.
tech - only allow 1,2 turrets at time?
turrets never run out of ammo
or turrets automatically use one of your mine ammos when they run out?
good with multi gun builds
conflict with booby trap?
tech: Bose Einstein condensate - freezes enemies in pilot wave, and drains some energy?
super-bot
make super balls with Zectron deflectable with field
but is there a simple way to do this?
set mob health bar colors based on status effects?
make mob damage immunity a mob status effect?
physics notes: add link to double slit content
https://www.youtube.com/watch?v=v_uBaBuarEM
tech: rail gun area damage effect, but for all harpoon mode
laser momentum pushed back on player?
might just be annoying
JUNK - overwrite mob draw function so mobs only draw if they can connect a ray from player to mob
gonna cause lag?
mob status effect - vulnerability
mobs take 4x damage for __ time
afterwards mobs go back to normal damage taken
graphical effect while they take extra damage
needs to come from a "rare"ish effect
merge with the decloaking damage effect
decloaking gives all mobs (nearby??) a 3x damage taken status?
this can be merged with the stun crit damage tech
also the increased damage every hit tech?
bad idea because the graphical effect will be too annoying
tech: sporangium that grow little trees
the trees have an area of effect damage for about 6-10 seconds
maybe something similar to radioactive drones, but maybe a few smaller shapes
new bot type that makes phonon waves
name: phono-bot?
each bot has to generate it themselves, can't run code in gun.do
synergy with 2 resonance tech
not isotropic? I think no
synergy with bound? phase velocity, amplitude, propagation
harpoon tech that makes auto aim work much better
tech - super balls gain 20 seconds of time and are reset to original launch speed after hitting a mob
railgun
magnetic pinch: harpoon does damage to nearby mobs
draw charge graphic on harpoon
use same code as the damage when fire effect
hookBoss fires a hook that pulls player towards it
hook does a bit of damage
player targeted unless cloaking
also add effect to finalBoss
finalBoss
add synergies between modes:
new modes:
something that needs to be killed quickly
if you don't kill it boss gets a shield
rotating quadrant immunity shield, can't take damage from that quadrant
maybe also attack player near that quadrant
but how to tell the angle of incoming damage
maybe a physics body like the shield but it only covers 1/3 of mob?
falling object warps to ceiling after hitting floor
doesn't end, player needs to kill it
slowly grows?
slow effect zones
random placement or place over player or both!
draw white dot and an outline of area of effect
expanding circle stroke, freeze effect triggers when stroke circle hits fill circle
after 1-2 seconds freeze player if in the zone
also freeze mobs
effect that makes player have to be close to boss
hook that tries to yank the player into hitting finalBoss
does damage
pulls player into center
counter with wormhole, negative mass
player targeted unless cloaking
mob status effect - emit - mobs fire lasers for a few seconds
tech: phosphorescence - mobs emit after being hit with laser beams
Tech: "Solid rocket motor": Missiles would start at 300% speed and 200% missile damage upon explosion, but the speed and damage would decrease to 40% speed and damage as time goes on
tech: every time shotgun fires it's a different shotgun mode: nails, ice, needles, worms, fleas, rivets, ... but you get more ammo
try again - line of sight https://ncase.me/sight-and-light/
for tech power ups no tech options are displayed until you research once
or display only JUNK until you research once
increase the number of options after each research
Tech: Grandfather Paradox - After rewinding, +300 damage during rewinded time
maybe instead of +damage spawn a copy of player that shoots at things?
how... there is no way to reproduce firing
Requires: CPT symmetry, retrocausality
CPT adjacent tech is actually a bit too strong right now, maybe nerf a bit after testing
When receiving damage, in addition to becoming invulnerable to attacks, also become intangible for the set period of time
tech increase max energy and energy to 5000, but you can no longer regen energy through any process
it would be nice if there was incentive to go slow when choosing tech so n-gon is more relaxing
add some css based visual effects for opening up a tech,gun,field
make freeze and __ not cause death at 50% health, but just 600% extra damage for that bullet
make a new coupling effect for perfect diamagnetism or standing wave
make a faster smaller version of cell boss that also has map collisions
laserMines need a copy of laser-bot method
this is a very rare bug, so not a priority
JUNK tech description that changes similar to cards in inscription
that changes based on mouse position
can you tell if mouse is over card?
tech - buff MACHO range, effect, move speed?
while you are inside MACHO it will damage mobs?
PWA?
https://developer.mozilla.org/en-US/docs/Web/Progressive_web_apps
https://codeburst.io/how-to-easily-turn-your-static-website-to-a-progressive-web-app-pwa-b0af08da9693
https://github.com/landgreen/n-gon/pull/32/files
bug blocks and power ups falling through map
always foam gun (4-5 times)
might be about tech pressure vessel
happens rarely, doesn't repeat
only occurs for 3 people so far
normally after level 6
occurred once on the first level, didn't fire gun and was able to walk through a body
Tech:when relay switch/flip flop is on, turn ammo powerups into boosts, when relay swicth/flip flop is off, ammo powerups remain ammo powerups
or toggle other power ups
health/ammo
JUNK: what the golf?
trying to throw a block throws you instead
look for other tech that would benefit from a 3rd line of description text
tech for lens - you can only fire through the lens
and some buff? damage or energy?
hopMom fight make platforming with hop bullets harder?
complete blowSuckBoss... or don't
tech: laser reflections increase damage
JUNK tech different effects based on night or day
use system time
buffing your deflecting for 1 second after pressing the field button
2 second cooldown on the effect to prevent spamming it
buff: giving energy or doing damage makes sense
maybe this could be a rework for bremstralung
replace field descriptions with a function call so they can have dynamic text
add in dynamic coupling text as a 4th line
Boss that shoots out a ring of bullets, then after a few seconds it gravitates the bullets back
JUNK: Placebo: double the power up spawn rate but make half of them do nothing
coupling
put coupling description as 4th line on field description
raw text no function call
no need for coupling description in power ups, pause
negative coupling?
wouldn't work for iceIX
coupling tech
names: strongly coupled, Vibronic coupling, NMR coupling
tech: +x% field coupling, your field changes randomly every y seconds
tech: coupling starts at 200%, but decays when the field is in use, coupling recharges when the field is not in use
some fields aren't used much (that's ok?)
tech give laser mines more lasers (3->4? 5?)
rewindBoss: after hitting 1/5 damage thresholds the boss rewinds back in time to where it was a few seconds ago
track it's data like player history
make orbitals increase orbital rotation speed after Orbital boss takes damage
worms can target player, buff their damage
can't target player in first few seconds?
plasma field tech - similar to regression, but for plasma ticks
greatly increase walking speed
not mid air control?
for time dilation field
make jumping normal
junk tech: charged shot
immediately fire all of your ammo
after taking damage explode while invulnerable
scale explosion radius with damage
quantum immortality: send you to a new tab after you die with a random load out
basically everything is the same as it is now, but you switch tabs
Tech: Tech/guns/fields can no longer be duplicated. Duplication applies twice
tech: get sent to a new tab that closes in 3 minutes
in the new tab you play reactor
if you die in reactor you die in game, if you win you get 2-3 tech in the original game?
give player equipment like many-worlds
count guns, field, tech and give random stuff on new tab
i-frame instead of tab?
reduce the amount of research and nerf anti randomization tech
increase possible synergies that go nuts
tech expansion: field coupling also expands each fields in different ways
how to make the description work
change description based on your current field?
perfect diamagnetism moves forward when you hold down the shield
it's great, but maybe annoying?
maybe only with crouch?
perfect diamagnetism just replace or increase Messier effect
time dilation drains 1/2 as much energy when paused
grow plasma torch as you hold it down
negative mass effects much more space
needs more benefit?
reduces the cloaking vision effect?
needs more benefit?
tech: missiles explode a 2nd time after 1/2 a second (with a slightly different position determined by original velocity)
The tech that makes blocks that fall into a wormhole give energy should scale with block size, with the same formula as tokomak
junk suggestion: useless machine - ejects itself and removes itself from the item pool
seed isn't working right from shared URL
mob mechanics
bullets hit player and stay attached for 4-5 seconds, slowing player
hopperBullets?
black hole sucker effect on tail
vines
attached to map and grows, a series of spheres connected by vines
if node dies it's removed from tree
vine do
keeps track of connection tree
nested object with nesting to show connection
spawns new nodes
draws connections as quad lines
tech: You can place an extra perfect diamagnatism field on the map
standing wave no longer pushes mobs away, but it can do damage to mobs caught in area effect
Standing wave harmonics no longer deflects, but instead discharges excess energy as lightning toward nearby enemies
negative mass field does damage to mobs inside field
combine with standing wave effect? pilot wave?
store value of last hit health lost
tech: killing the mob that caused the last hit spawns a heal power up equal to 1/2 of last hit
time limit for effect?
need to also store who hit player
add small SVG pics to in-game console
when?
one for each field?
use stuff on physics notes:
simulation.makeTextLog(`
<svg class="SVG-title" width="160" height="120">
<g fill="transparent" stroke="#333" stroke-width="1" transform="translate(78,75)" stroke-linecap="round">
<path d="M-34 -34 l31 31 m6 6 l31 31 M34 -34 l-31 31 m-6 6 l-31 31"></path>
<ellipse cx="0" cy="35" rx="34.5" ry="7"/>
<ellipse cx="0" cy="-35" rx="34.5" ry="7"/>
<g stroke="none" fill="#333">
<circle cx="0" cy="0" r="1.5" />
</g>
</g>
</svg>
`);
path-finding
build a path-finding map on level load
how to convert vertices into block grid?
check points for map collisions and build grid
is there a path-finding algorithm for vertices, instead of block grid
use for:
mobs,
drones?
bots that can go far from player and return
make plasma ball power up and block pick up still work when you have no no energy
make a unique CD var for plasma ball?
tech: entropic gravity - gain defense for each research
requires wormhole or pilot wave or negative mass field?
mitosis: after needle,bullets or rivets hit a surface split off into two smaller less damaging versions that have their velocity reset -firerate
after killing a mob go invulnerable for 1 second
critical hit with laser, harpoon, nails, needle, rivet
spawn 2 bots after exiting 1 level
or spawn 3 after 2 levels?
(randomize 2-5 bots)
replace all bot tech with this?
cloaking field
for 6 seconds after de-cloaking tell all active mobs that the player is in the wrong position?
how to code?
just delay setting the m.isCloak for a couple seconds
and also set all active bots to remember player in the de-cloaked stop
scrap bots can't move?
only works for nail, foam, laser
might be tricky code?
make a new bot type called scrap bot?
JUNK tech: Pacifism
You cannot attack mobs, mobs cannot attack you
over write the mob.damage and player.damage methods
mob mechanic: beacon
periodically add locations to an array
teleport back to a location in the array
at random
if velocity not facing player?
super balls do more damage after bouncing?
how to check for bounce?
maybe just increases damage after hitting a mob
Make environmental damages also damage mobs
So if a mob passes through laser, it gets damaged
dark mode:
look at Tinyfolks, 20 minutes till dawn
super short range foam that acts like flame thrower
high fire rate
short life spawn
start large?
extra ammo?
or only 1/2 of ammo is used?
laser tech where bots move around and follow you while firing lasers in the direction you are looking
they fire when you fire?
they aim at player history aim location, with 1s delay
bots position spread out perpendicular to the direction you are looking
can they get stuck?
maybe absolution position, no collide
do they need to be physics objects then?
make a special bot type for this
beam is similar to diffuse beam
block manufacturing - molecular assembler tech
Holding r-click will create a slowly increasing in size block, which will be thrown on release
double research
map ban option in settings
dropdown list with checkboxes by each map
bullets that can target the player
occurs if no mobs targets around
worms? drones? missiles? spores?
all of the above?
Currently, the mob just deals higher damage on impact, which is annoying although not hard to compete with nor unique
By "redesign" I mean replacing instances of the regular mob, since the same code is used for the tiny red projectiles (I think) just add a new mob and remove the old one from the rotation
The new mob should be as such, a "real" exploding mob:
Deals regular damage on impact, but breaks apart on touch into several red dots (like the ones thrown out by the going through walls boss) and a chance for also throwing a bomb or two (increases with difficulty)
If the mob is close to the player or heading into the player fast it will shatter as well (and the projectiles will inherit its speed)
By a formula such as
ShouldShatter(distToPlayer, speed) = distToPlayer * speed > threshold
Optionally (and a part I can do as I'm good at it and it doesn't revolve around a lot of functional code which you don't like other people doing):
Color changing based on the mob explosion status
Regular state: red
About to explode: animation to dark red
Exploding: several shockwaves from the explosion points and tiny trails given to the shrapnel for a second or two until they deaccelerate
pause time like invariant for other things...
throwing blocks
charging railgun
charging anything?
guntech fire a bullet that fires nail fragments after 1s in the same direction as the original bullet
like overwatch roadhog
bring back:
the old phase decoherence field
make cloak only active on input.field down
could be a tech
would need some other buff
how to make it good enough
combine with not killing tech?
stun mobs that touch you while phased
firing doesn't exit you from cloak
but it does drain some energy
tech pilot wave: Bose Einstein condensate - freeze mobs in superposition with pilot wave
tech: plasma drip
plasma ball
graphics should look more like a real plasma ball
gently scale damage with circleRadius
balance corona discharge
delay on returning to player is annoying
scale float effect with ball size
tech upgrades
greatly improve floating effects while holding
black hole: gives the plasma ball gravity
stun on expansion
plasma orb increases in size and power as it eats enemies
while attached?
flashlight effect
make level.do() graphic that only shows direction player is facing
pattern it after cloaking field, or timeSkipBoss
will it work with cloaking field at the same time
double jump?
tech: coyote time
you can still jump for 2 seconds after falling off a ledge
make it a JUNK tech? so you can keep the name
some other benefit
reduce your gravity also?
increase jump?
tech smoke grenades - mobs inside a cloud can't see player
draw on the region so it's hard for player to see as well
you'd have to make something similar to MACHO that exists after an explosion goes off
maybe just keep it simple:
stun mobs for a long time, and draw a 99& alpha grey circle for the same time
don't worry about mobs seeing you inside the circle, the circle is kinda small so it doesn't matter
tech mines: mines fire _____ instead of nails
needles
super balls?
foam?
tech: frozen mobs die at 10% life
tech: harpoons stick into enemies
detonate after a short delay
attaches mob to wall if possible
firing while harpoon is stuck into an enemy rips it out of them, inflicting damage and stun and pulling them towards you
enemies stuck with foam receive upward force over time
only form aerogel tech?
Tech: superglue
Requires: foam + another gun or plasma torch or molecular assembler
Foam bubbles decay 50% slower
Enemies stuck with foam cannot move
Foam does 0 damage
Enemies stuck with foam take 25% more damage
should foam bots gets this also or is that too strong
const ctx = canvas.getContext('2d', {‘willReadFrequently': true});
//deal with game crashes?
canvas.addEventListener("contextlost", onContextLost);
canvas.addEventListener("contextrestored", redraw);
ctx.reset();
a mine tech that makes mines you can stand on
works similar to the field block throwing system
but you don't need to find a block to throw
blocks explode after mobs touch them
or 3 seconds after you touch them
benefits from all block tech
setting to remove UI, except health bar
except active gun? to see ammo
checkbox in pause and in settings
go non-collide with mobs when immune to damage?
mobs that are invulnerable from the front
vertical reversed version of reservoir level, start at top and press buttons to lower slime
mechanic: push a very large block into slime in order to stand on it and avoid slime
add anticipation to more mob attacks
stabber
striker
can mob bullets damage other mob?
maybe if they switch collisions and classType === "body" or obj.classType === "bullet"
path finding system
figure out how to get friction effects on map/body to apply to player
also horizontal moving platform?
growBoss and cellBoss are too similar
variant of Occam's razor - remove 50% of your tech for each removed get:
2 bots?
50 energy max
tech immune to harm after mob kill
require no other mob kill tech?
cloaking field tech?
final boss invulnerability
until mobs are cleared?
in between phases
for all of one phase
JUNK tech - do something fun to the mob display health method
new platform element, spring
toggle to on when player touches platform
platform extends in any direction
boss that gives nearby mobs invulnerability
invulnerability needs to toggle off and on
boss is only mildly aggressive
repulsed by player up to a point
attracted to mobs
training
save training level progress as local variable
reset progress to zero if you clear all training levels
maybe only save progress if you made if past the trainingHeal level
make the training button more obvious if the account has only played 1-2 times
larger?
position?
animated text?
uses the lore voice/text code?
replace all mob clear triggers with button triggers?
tutorial rooms:
look around with your mouse?
easier deflecting level, with 1-2 attacking mobs
gun rooms: (different mobs type in each room)
different mobs in each room
how to introduce mob shields?
"hopper" "slasher" "shooter "grenadier" "striker" "laser" "stabber" "springer" "pulsar" "launcher" "launcherOne" "exploder" "sneaker" "sucker" "sniper" "spinner" "grower" "beamer" "focuser" "spawner" "ghoster"
spores - use 1 ammo to take out several mobs at once, you have to block with your shield until the mobs die
drones - use mouse to bring drones around a couple corners
foam - slow boss mob, and run away
laser - reflect off walls to hit mobs
field rooms:
standing wave - bullets come from every direction
perfect diamagnetism - drop field to rapid stream of bullets and fire gun at them
negative mass - fly over a bunch of ground based mobs , hoppers
molecular assembler - guide drones around the corner
plasma torch - nothing fancy, just kill mobs
time dilation - get past some mobs
cloaking - sneak past mobs to collect some heals
pilot wave - toss blocks at mobs
worm hole - teleport past lasers
puzzle/platforming rooms:
use the double constrained platforms
stealth room
probably should make 2+
combat rooms:
boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses
use no gun, just bots to kil stuff
balance time dilation with bose einstein (you can freeze everything and take no damage)
code is still there, need to balance
balance with energy drain?
overflowing energy does harm?
or just reduces harm reduction?
make a line of constrained mobs move like a snake
apply forces with directions determined by time and position on the snake
tech: basic research - heal power ups spawn as research power ups instead, and using research heals you (needs to be pretty low, like 3% health)
tech: maintenance - heals no longer spawn, but using research heals you 100%
foam tech - make it move slower, last much longer, and push away other foam bullets
not sure about bouncing off walls, but that might be fun too
tech extend fracture analysis to give bonus damage to frozen also, but reduce the 400%->300%?
pulsar mobs retarget too easily
also they drift around too much
convert blocked mobs into bullets
only for the very small bullets that move fast after being blocked
delete bulletmob and spawn a nail-like bullet with the same properties as the bulletmob
electric motors: increases movement speed and jump height, but jumping and moving costs energy
overwrite the key event listeners?
JUNK tech?
mob that fires bullets in 4,5,6,7 different directions at once, no aiming
grow a bit before it fires to indicate state
quasarBoss: inverted pulsar boss that hits everything except where its aiming
intro map: diegeticly draw a mouse with field highlighted
also indicate space?
dynamically adjust drawing after picking up a gun
increase mass and movement speed at the same time
increase jump differently because it scales extra with mass
m.defaultMass = 4.5
m.definePlayerMass()
give history boss legs?
field tech - disable blocking, but does high damage to mobs inside field
and maybe slows mobs it damages
mob/boss that fires a laser at player, but give player time to avoid
laser isn't always on
they target where player was 1 second ago
they turn to face player?
tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage
require electric reactive armor?
Plasma Burner: upgrade for plasma torch, basically just a jet engine. does high damage, but short range, mostly for player movement.
maybe reduce gravity to really low then apply a vector away from mouse direction
auto-gon - auto battler with n-gon mob AI and tech
you build a group of mobs and bosses from n-gon
they fight other mobs and bosses
similar research and tech system to n-gon
some mobs can fire player weapons
tech: relativistic jets:
small particles that shot out from front and back poles and end up in a wide variety of spirals
slow trickle when charging and several more when firing
Tech: Make player smol
adapt the cloaking graphics to make a flashlight cone visual effect
put code in level.do?
be nice if block throwing had a projected path
Pilot wave tech
Energy use is increased, but you can now shape blocks using pressure
Grouping blocks will merge them into a massive ball
Size, density is determined by total mass
aoe effect pushes mobs away, then rapidly pulls them in
for mines?
mob: spawning seekers on death
drones can combine with other drones to get bigger?
drones that grab powers ups can grab more then one and get even bigger each time
it would be helpful if there was a mechanism to recover mobs that fly off the map
add a ceiling system and a left/right walls system similar to the floor checks but only for mobs
make non moving bosses not move after getting hit
shooter, shielding,
scrolling console history in pause menu?
pause should at least show the last in game console message
in testing mode console log the body you click on
tech: Standing Wave: Shockwave. Use FIELD button to shrink your shield and charge up, release to unleash a Shockwave.
tech: quantized shields - harmonic standing wave field can only lose 33 energy per hit
draw 1,2,3 levels of the field based on energy?
the blocked value only scales up to 2x or 4x (33 energy) blocked
doesn't stack with spherical tech
make a tech that improves all charge guns
for: pulse, foam, railgun
effect:
faster charge rate?
fire speed already does that...
harm reduction while charging
less ammo/energy used while charging?
tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
extra energy is drained when field is longer
energy conservation 6% damage recovered as energy
there is space for a negative effect in the text...
tech: use the ability for power ups to have custom code
(note: this code is half way done, it just needs to be completed)
attracted to player
attracted to other power ups
explode if they touch?
apply the new gun.do functions to other guns
railgun
crouching missile?
works similar to foam
performance issues?
look into improving mouse lag with pointer lock?
https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
https://www.vsynctester.com/game.html
https://news.ycombinator.com/item?id=26530272
mobile requirements:
detect mobile, flip to landscape
detect no keyboard, no mouse
auto aim?
limit items to ones that don't require aiming?
tap screen regions to move (WASD)
reduce font size
add back in gamepad support?
but does anyone care?
https://github.com/landgreen/landgreen.github.io/search?q=gamepadconnected
tech: time dilation - when you exit time dilation rewind to the state you entered
position, velocity, and health
no energy cost
be able to open up custom mode in the normal game
might need to be rebuilt from scratch
while in through testing mode?
have a way to make limited changes as allowed by tech you pick up in game
disable the in custom setting flag
make different move methods
tech crouch charge jump
tech double jump
tech when mobs are at full health you do 40% to them
tech- move super fast, go intangible, drain energy very fast
this is like a dodge roll
tech for standing wave?, cloaking?
tech pilot wave: mini black hole - pull mobs and blocks in with more force
also from farther away
also do damage?
tech pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
maybe they bounce too?
maybe they explode?
new power up - increase damage and fire speed, for 15 seconds
named boost?
enabled by a tech
power up color: ?
how to indicate effect duration
or just give the effect after picking up a reroll
tech- do 50% more damage in close, but 50% less at a distance
code it like techisFarAwayDmg
have these tech disable each other
new status effect: weakness, mobs do 75% les damage
graphic indication?
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
or zero cycles and it doesn't need to be a status
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 tech that could update description text with count and tech 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 = ${techduplicateChance}</em>`
use mac automator to speed up your n-gon -> git sync
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
tech double jump
tech air dash
tech wall jump
wall grab?
maybe remove falling damage and block damage?
have a mob apply a positive status effect on other mobs,
heal?
make it yellow
damage bonus, but how?
possible balance issues
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
twitch - lets play
******************************************************** BUGS ********************************************************
bug: maybe I can put in an event listener to reset inputs to false when you tab out to prevent key sticking
bug - url sharing still broken sometimes
tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map
bug? cloaking field doesn't show energy over max
run more profiles of n-gon to fix performance issues
bug - death while paused crashes game?
bug: possibly clearing away all bullets causes a problem
bullet.js 255 (.do() is missing)
I died and quantum immortality triggered (I had needles and ice-IX)
game crashed but recovered
vanish element bug, crashes on touching element, happens for 1 person maybe with junk tech?
safari issues
once: can't pick up blocks
fixed on new map
cloaking field
once: after damage, locked into slow time mode
fixed on damage
3 times player head graphics not rotating
left/right leg flip broke
walk leg direction, legs are walking backwards
happened maybe after power up selection menu??
cloaking field(at least once)
aiming still works
fixed on new map, although flip still broken (is flip a separate issue?)
flip fixed on new game
sharing builds as html doesn't work for long lists...
it shouldn't be sharing undefined at all
probably some other problems too
(this might be fixed...)
blocks on buttons teleport into the button endlessly if they are being slowly floated away
maybe add a cooldown?
can't reproduce
ants marching outline doesn't sync right on safari anymore.
door to exit in level: vats does nothing
did I do that?
death while in power up selection menu doesn't reset properly
of course it's not possible to die in this menu unless you use testing and shift+X
player can become crouched while not touching the ground if they exit the ground while crouched
a couple times people have reported the final boss dropping extra bodies on death
blue triangle boss can move backwards and aim away from you if set up properly
issues with dot product probably, but might not be worth fixing
mouse event e.which is deprecated
fix door.isClosing actually meaning isClosed?
make it so that when you are immune to harm you can either jump on mobs or you pass through them
is there a way to check if the player is stuck inside the map or block
trigger a short term non-collide if that occurs
(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
******************************************************** LEVELS ********************************************************
map: observatory
button controls rotation of telescope
laser beam shoots out of telescope
button opens the dome
level with mobs that follow a genetic algorithm
mobs have genes
the last mob that did damage saves it's genes to local storage
new mobs have the saved genes, but with some random mutations
mutations need to be balanced to prevent a gene from moving towards infinity
total genome must equal 1 (100%)
binary genes have a flat cost
example: phasing through walls might cost 0.2
spectrum genes have a rate
example: acceleration cost 0.01 per 0.001
possible genes
genes should only effect it's ability to touch the player
so not damage?
genome: spectrum
acceleration
top speed / air friction
damageReduction