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This repository has been archived by the owner on May 23, 2023. It is now read-only.
twist: there is no princess, it is a trap set up by a foreign queen, who lusts for the riches of your fathers kingdom
white rabbit?
bosses:
each boss has a unique background music
bosses are stylized with playing cards
ease the killing of far-away monsters after a boss-egg has appeared
1. canonner
cannons shoot pairs of balls connected with a chain
2. gravitron
starts with a pool of X rockets
periodically shoots a rocket in random direction, if it has any in its pool
player may shoot down the rockets
a rocket will stop after some time and turn into a pulsar
a pulsar emits gravitational waves, each subsequent wave slightly stronger
pulsars are indestructible
pulsars occasionally shoot at the player (regular shots)
every pulsar will, after some time, dissipate and return back to the pool of rockets
the boss is indestructible if it has at least one rocket in its pool
when the gravitron is destroyed, it leaves behind a gravitational disturbance device
the device is indestructible and is removed when the following boss is spawned
the device applies gravity disturbances to all objects, based on noise functions
3. hydra
composed of several parts of 4 types:
body - slowly spinning and moving towards player
neck-sections - parts of neck-line that goes from body to head
shooting neck-sections
head - final piece of each neck-line, shoots at the player
body is invulnerable
neck-sections are invulnerable
whenever player kills a head which has preceding neck-sections:
its preceding neck-section turns into a new head
any other neck-line (if any) grows new shooting neck-section (at the end closest to body)
when player kills a head without any remaining neck-sections, that neck-line is permanently eliminated
when player kills the head of the last neck-line, the body dies too
when the hydra has more than one neck-lines, necks movement is controlled by noise functions: (neck-line index, neck-section index, time) -> angle
the body keeps moving away from the player (and away from map border) putting its heads towards the player for more efficient shooting
when the hydra has only one neck-line, it moves like a giant sperm, shielding its "last head" with the bulk of its body
the body accelerates forward when the player is in front of the body
the body slows down and turns towards the player when the player is not in front of the body
the last neck-line works like a tail of the sperm
summary: to kill the hydra, player must eliminate one whole neck-line at a time, otherwise the heads will just keep jumping back and forth between neck-lines
4. clockwork
mechanics inspired by the movie "edge of tomorrow", this is to make the player feel how game monsters usually feel :D
periodically "saves" the world
when a time comes to make another save, it will check how much life it lost, and will reload the game instead of saving in case that it has lost too much life
reloading will darken the game and slowly move all existing objects that also have saved variant to the saved state. new objects will dissipate and missing objects will reappear
reloading also affects the player (in all respects, except restoring health and score)
during reload, giant turning gears and backwards-going sand glasses are partially visible in the background
clockwork's behavior (movement) is randomized so that it appears to behave differently after every reload
5. the queen
spawns previous types of bosses as she is damaged
may spawn multiple bosses simultaneously if the player is greedy in damaging her
periodically spawns queens guards
monsters:
add spawning visual effect to all monsters
make a lot of monster types have movement pattern irrespective of player position - this promotes more various player movement
make different monster types have different weight towards monster limit
rocket
add mutation: shield
stunner
when reaches the player, it will explode and temporarily disable all players permanent powerups, but deal no damage
ghost
emits strong light but is otherwise invisible
queens guard
does not spawn naturally
periodically spawned by queen
forms a formation around the queen
the formation is loose when the player is far from the queen
and close when the player is close to the queen
when number of guards reaches a threshold, they all charge at the player
they periodically shoot at the player
self-destructs when the queen is killed
looks like a playing card with a spear
each has a unique symbol/number
negative
moves against gravity (has a negative weight)
wormholes teleport it in opposite direction
is attracted to player's shots (has negative avoidance)
and slightly against their movement
spawns with a timer, when it runs out, it dies
when it is hit by player's shots, it has a chance to spawn more negatives
spawns the more negatives the less negatives there is around it
respawned negatives have a smaller timer (based on generation, and slightly randomized) to ensure that they will die out eventually
respawned negatives have similar (not same) color to their parent
frankenstain
composed of several other monster types, all interconnected with chains
arrow
periodically jumps (teleports) forward some distance in the direction it is facing
gps
uses smarter algorithm to predict players position
prefers to go behind the players back when far and follow the player when close
player
rework decoy
replace decoy with a ghost version of the players ship
when activated, the ghost is spawned at players position
the ghost mirrors all players movement (in opposite direction)
all monsters (except black hole) completely ignore the ghost
the ghost is affected by gravity and will be destroyed by black hole
whenever player presses tab, the players ship and the ghost swaps their positions
player can swap their position multiple times with the same ghost
the ghost is destroyed after its timer elapses
an implicit swap happens just before it is destroyed, unless player explicitly swapped before
there can only be one ghost at a time, if player activates another ghost, the previous one is destroyed (without swap)
show a translucent trail between players ship and the ghost - its speed increases over time
inspired by the lord marshal from the movie riddick
combo boost
player may buy a temporary combo
while active, all score increases are doubled
achievements
fireworks
bad timing: die in less than a second after shield ended
jokes
monkeys joke map
only one type of a monster - the monkey
classic snake joke map
the player plays as the snake
once the player starts moving, it cannot control speed and may only change the direction
gains additional piece of tail every time it kills a monster
when the players head touches its own tail (any piece after second?) it takes some life and pushes the head and the tile apart
only one type of monsters
looks like the original player spaceship
periodically shoot at the player - the shot looks like the original players shot
behave like a simple monster with some avoidance
companion
after defeating the hydra boss, player is rewarded with a companion
the hydra is after gravitron, so the companion's ai does not need to deal with crazy gravitational effects
the companion follows the player and tries to avoid monsters
player’s permanent powerups also apply to the companion
the companion aims at the monster that is closest to the player or itself
the companion does not participate in boss fights
the companion occasionally has quotes for the player (giving the companion a personality)
market
player may buy "hull repair robot" - recovers some of players health
player may buy "universe recovery point" (save the game)
player may buy “companion resurrection” if one already had the companion and it is dead
other
change sound when shield powerup is about to end
player may freely change shots spread (when they have multi-shot powerup(s)) with mouse wheel
reduce explosions brightness
center camera on midpoint between player and cursor
add non-interactive items into background (asteroids etc.)
use more of the depth dimension (wrecks, novas)
shot piercing through monster randomly changes direction
technical
options should be accessible during gameplay
add version number to the main menu screen
load skyboxes only as needed
The text was updated successfully, but these errors were encountered:
story:
bosses:
1. canonner
2. gravitron
3. hydra
4. clockwork
5. the queen
monsters:
rocket
stunner
ghost
queens guard
negative
frankenstain
arrow
gps
player
rework decoy
combo boost
achievements
jokes
monkeys joke map
classic snake joke map
companion
market
other
technical
The text was updated successfully, but these errors were encountered: