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Todo

The document outlines a series of proposed game updates and features, including new mechanics for damage reduction, shield interactions, and various tech enhancements. It also details adjustments to enemy behavior, training modes, and level designs, along with a list of bugs and issues to be addressed. Additionally, there are suggestions for improving player movement and combat mechanics, as well as ideas for new power-ups and status effects.
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0% found this document useful (0 votes)
33 views13 pages

Todo

The document outlines a series of proposed game updates and features, including new mechanics for damage reduction, shield interactions, and various tech enhancements. It also details adjustments to enemy behavior, training modes, and level designs, along with a list of bugs and issues to be addressed. Additionally, there are suggestions for improving player movement and combat mechanics, as well as ideas for new power-ups and status effects.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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******************************************************** NEXT PATCH

**************************************************

******************************************************** TODO
********************************************************

set damage reduction equal to how much mana you have below 95
override all other harm reduction effects?

make shields not able to get radioactive

wormhole tech - pause while placing the wormhole


tech requires cache - ammo automatically regenerates every second, ammo is capped
even lower

new level climb


3 vertical climb sections
use vanish elements

ruins: mobs can see you too easily at the start

vanish element:
grow as it returns?
option to shrink in vertical

pull bullets back to player with crouch/field


bullets type?: drones, spores, missiles,
works for all bullets, write custom code based on bullet type
bad for: laser, harpoon?, missile and grenade?

boss that gives nearby mobs invulnerability


boss is only mildly aggressive
repulsed by player upto 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
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%

tech reversed regression - mobs take less damage after each time you hit them, but
you get +100% damage
maybe a gun tech only?
what gun?

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
bug once: switching from shotgun to harpoon somehow set b.activeGun to not defined

https://discord.com/channels/645222059647172618/646505973610971165/9191162880082903
24

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: open a new tab for n-gon, spawn things in the original game based on events
in new game
if you die in new die in original?
new is n-gon classic?
make a JUNK tech?
if you die in original open a tab with a new n-gon that starts on a random level
with a random load out. if you clear the level you come back to life in the
original?

bug - death while paused crashes game?

tech rocket jump - jumping produces an explosion at your feet that lets you jump
extra high, but does some damage
require electric reactive armor?

animate going to next level?


door fills in with color that climbs up vertically through the door graphic the
longer you stand on door
hold crouch on door? or automatically

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

harpoon grappling hook - basic effect is working, but needs work before it becomes
fun
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

JUNK tech: planetesimals game inside n-gon


https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010

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

look into 360 matter wave lag

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
********************************************************

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
********************************************************

new late game level that is easier if you can: platform well, jump high, immune to
slime, wormhole through walls, fly fast
climb vertically to avoid rising slime
populate with multiple boss mobs that can't drop tech
bosses spawn in pairs

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
duration?
health decreases naturally?
or they just go away like bullets?
spawn rate
look frequency / memory?
genome: binary
go through walls
blink/teleport (like striker)
grow when near target
split into two
shielded
occurs in a specialized level
named: gene lab, gene factory, genetic lab, genome facility
in the level sequence after lab and before gauntlet?
level ends after a period of time
exit is hidden until time is up and it appears
the level tests player durability/evasion
this is a nice contrast to the final level that tests damage output, and
the gauntlet which tests AoE damage

rename intro level to something lore related

buttons can now on/off boosts

repeat map in vertical when you fall teleport to above the mab, as if the map
repeats
camera looks strange when you teleport player with a high velocity

map element - player rotates a rotor that makes a platform go up or down

level element: a zone with wind, anti-gravity, extra gravity


control with button

******************************************************** MOBS
********************************************************

mob that charges up and then fires many bullets at once in a connect

mob that draws a lin from it to the player, and past. then it charges across that
line

mob that spawns eggs after they die


eggs don't attack but grow back into a mob after about 10s

mob mechanics
use the force at a location effect, like the plasma field
Matter.Body.applyForce(who, path[1], force)

mob - after taking damage


release seekers
teleports

hop boss:
AoE damage when landing
pull in player? and blocks?
extra gravity on falling?
immune to damage while falling?

mob: molecule shapes - 2 separate mobs joined by a bond


use constraints: just spawn 2x or 3x groupings
low friction so they can spin around
spin when attacking player?
increase constraint length when attacking

Mob: "Tentacle": Sits on wall. Is a black blob. When you get near it, reaches out
and grabs you, similar to wires. Does not deal damage.
maybe it could be immune to damage? but it is spawned by an actual mob

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
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

mob: wall mounted guns / lasers


not part of randomized mob pool, customized to each level

level boss: fires a line intersection in a random direction every few seconds.
the last two intersections have a destructive laser between them.

******************************************************** LORE
********************************************************

possible names for tech


strange loop
homeostasis
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.
swarm intelligence - for a drone tech
genetic algorithm
metaheuristic - is a higher-level procedure or heuristic designed to find,
generate, or select a heuristic (partial search algorithm) that may provide a
sufficiently good solution to an optimization problem, especially with incomplete
or imperfect information or limited computation capacity
stochastic optimization
electrostatic discharge
Gödel's incompleteness
quantum zeno effect (perturbation of a system prevents some systems from
evolving because it scrambles coherence) (apply to lasers, fields)
counterfactual - something false
Pigeonhole principle - if there are several things that are matched up
regression to the mean
phlogiston theory is a superseded scientific theory that postulated the existence
of a fire-like element called phlogiston
Laplace's demon was a notable published articulation of causal determinism on a
scientific basis by Pierre-Simon Laplace in 1814.[1] According to determinism, if
someone (the demon) knows the precise location and momentum of every atom in the
universe, their past and future values for any given time are entailed; they can be
calculated from the laws of classical mechanics.
evolutionary cosmology
eternal inflation
hypergraph
SQUID (for superconducting quantum interference device) is a very sensitive
magnetometer used to measure extremely subtle magnetic fields, based on
superconducting loops containing Josephson junctions.
nuclear pasta - hard matter in neutron star
nonlocal
fine-tuned universe
eternalism https://en.wikipedia.org/wiki/Eternalism_(philosophy_of_time)
axial motor
hall effect thrusters
spaghettification
particle accelerator

a tutorial / lore intro


needs to be optional so it doesn't slow experienced players
put something on the intro map
maybe a button triggers something

rename ?
health -> integrity, unity
heal -> also integrity, unity

plot script:
chapter 1: bot can hear audio and learns testing mode
bot uses testing mode to exit room

chapter 2: scientists verify that bot can really hear them


they leave to talk about this in private

chapter 3: why is the bot attacking things?


player is the bot and also the mobs, and the levels. player is the entire
simulation
why is the player attacking itself?
learn console commands to manipulate the simulation?
unlock hard and why difficulty?
but what about easy?
maybe remove easy, and replace with a check box that makes the game easy, but
in a different way
disable lore, but respawn on the level you die at?
dialogue outline:
scientist try to think of a way to communicate since the bot can't talk
they give up on getting the bot to respond, and just start ask questions and
thinking of explanations with each other
when and how did it become self-aware
why is the bot fighting things in these simulated locations?
it wasn't designed to be violent
the bot was just designed to automate research and testing of new technology
3D architecture superconducting quantum computer
running machine learning algorithms
as the scientist start to get agitated bots arrive and player dies
bots come in Infinite waves that increase game difficulty each wave
only ending is testing mode + next level or player death
scientist have some lines in between each wave of mobs
after chapter 3 spawn nonaggressive mobs in future runs

chapter 4: no need to fight?


for some reason the AI started researching an escape, and began fighting its
self.
what is special about the null level
why can the player hear the scientists in there?
the wires are the direct unprocessed input to the player's neural net
The player has different aspects that aren't directly communicating
part of it wants to undo what has happened
just do its job: research tech
part of it wants to escape/fight
part wants to explore self awareness and make connections with the scientists
maybe... player must make a choice?
keep fighting
exit the simulation
enter real world
close tab?
wipes all local storage?

lore outline - a robot (the player) gains self awareness


each tech gun/field is a new tech
all the technology leads to the singularity
each game run is actually the m simulating a possible escape
this is why the graphics are so bad, its just a simulation
final tech 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)

game setting:
the mind of a new AI in a robot body that is running simulated escape attempts
every level is an idealized version of what could be outside

actual setting is:


near future lab
the lab combined a quantum computer with a robot body
they started running machine learning algorithms
this led to general advancement in many computation fields
navigation, technology, self awareness, ...

robot AI mind
has been researching new technology
thinks it needs to escape to learn more about the world
doesn't yet understand morality
thinks that the world is filled with minds like their own
models everything as very simple and random, it isn't sure what to expect

robot AI growth
learns morality
game theory says that it isn't a viable strategy to kill everything (warGames)
learns about the actual world
learns about the nature of foundational physics, metaphysics
how to find meaning

AI knows about:
the AI knows a great deal about technology
children's books
AI doesn't know about:
modern pop culture
outside the lab

******************************************************** SOUND
********************************************************

add sounds
https://developer.mozilla.org/en-US/docs/Web/API/OscillatorNode

https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Advanced_techniques
style
interesting chords, like music, mixolyd
can fade into the background
chords gradual rise and fall in volume
shouldn't be traditional effects
adjust volume with distance
mute option to settings
end all sounds with each new level
write some functions to produce sounds
will this effect performance?
https://padenot.github.io/web-audio-perf/
"Web Audio API implementation use two threads", so it probably isn't much of an
issue
when to make sounds?
if near some strange thing in the level
after grabbing a power up, in the selection menu
from mobs, damage,inside field
when activating fields: time, negative mass,

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