[-] = General / Post-Demo Release Idea [!] = Pre-Demo Release Idea [+] = Implemented Idea [...] = Currently Testing Out and/or Fixing Implementation Of Idea [X] = Forget It 12/2/07 ------- [-] Make all stat up chips dissappear after a while. [-] Make a weapon or ability (or mod the chip beacon) that can either freeze chips and keep them from dissappearing, or that can store chips some way and allow the player to use those chips later. [-] Make an ability called someting like (Fringe Shot, Fringe Attack, Ex Shot, Sub-Shot) that allows you to use a separate key to fire normal shot while slot 2-5 weapons are equipped, and to fire the special "Eraser Shot" (from a previous idea) while the slot 1 normal shot is equipped. 12/4/07 ------- [-] Either scale energy or a bar that represents how long you can scale continuously that decreases while you scale, and auto-recharges while you're not scaling. Most likely the latter idea. Have powerups to slow scale energy rate of decrease (or to increase the scale bar), and/or powerups to increase scale energy recharge rate. Perhaps have it not be a bar, but the color of your scale electricty that transitions from like blue to red, or something of the like. [-] OR maybe make scalevators the only things that use "scalenergy", or maybe make them use more than normal. [-] And/or maybe scale voltage requirements and upgrades, where you must have a certain voltage of scale ability to scale certain ceilings. [+] Magnet fields (solid to JS and not robo) stop all and any shots from shrill beats. (To prevent the clearing of some really long passages via deafly beats. Consider, though, that this upgrade will come later in the game, and will be optional, though necessary for some other hidden weapons.) [-] MAYBE a constant decrease in WE whilst the DB charge shot is being used. This way, passages full of WE chips could be cleared, but not without those chips. This could perhaps invoke a strategy of using duplimatter halo to fly over a gap, use chip beacon to place WE gatherers, and thus so allowing you to clear the gap once many WE chips are present. [-] Maybe make the DB charge shot able to pass through certain walls/blocks, such as sand blocks or glass blocks (and destroying glass blocks). [+] Fix not climbing/sliding along walls when you hold the arrow key toward them while you're right next to them and falling/jumping. 12/13/07 -------- [-] Instead of the "A" key being just an application of gravity jump, also use it to trigger new abilities involving scale and dash. [-] A scale upgrade which uses the "A" key. Would be used to enter the Light Grid while scaling. In other words, you would press and hold the "S" key, then press the "A" key. Light Grid entry points would then be scaleable ceilings with one blue and one red orb on them. [-] A dash upgrade which is perhaps faster, perhaps invulnerable, and perhaps damages enemies. Player would hold the "A" key, then press the "D" key (and hold). [-] A bar indicating the remaining time that Joker Shell (charge shot at least, maybe level 1 shot as well) has. Also, the Joker Shell getting hit (at least level 3, maybe level 1) by anything reduces the bar extra muchly. This is to reduce the amount of pwnage the Joker Shell is capable of. Also, maybe firing jscshotshots reduces the bar as well. 12/14/07 -------- [-] A golden pulsector. You first see a golden crystal formation on the ceiling, floor, or wall. It sort of pixel-vaporizes into the golden pulsector either when you get close enough, or when it's hit. The golden pulsector would be invulnerable to everything except fully charged normal shots (and maybe a special weakness). It would be invisible, move around randomly, and occasionally teleport to a random on-screen spot all during the initial charge (charge 2 phaze) with only the green damaging things it gives off doing damage. When full charge is reached, it turns visible from wherever it is, but has a very bright/space-taking light emanating from it or makes the screen rapidly blink white (to freak out the player). If it hits the player at this stage, their health is reduced by 1/4 and it does not die. The reward for defeating it is either the O orb or the C orb, or maybe something else of importance. These are limited in number throughout the game, and never return once defeated. Take 6 - 8 full charge hits to defeat. 12/15/07 -------- [+] A "bossdestroy" object. Is used to show the sillhouette of any boss during the dying/exploding animation sequence. Its sprite is defined by a global.curboss value. It only uses 1 sprite for each boss - their sillhouette - and draws it over the white screen cover with a decreasing alpha value. It also creates a great many explosions in the duration of it. This will save much memory, to replace the need of a huge animated sprite that goes from black to white. [-] Perhaps a windmill-type boss for the DL guardian. [-] A modification, sort of, to the golden pulsector idea. Once again, the robo would encounter the crystal formation. But this time, it would seem to be a dead end, with strange bullet blocks in the way of progression. The robo would shoot at the crystal formation with something, and the golden pulsector would form. Old idea applies here. NOW, when the robo defeats the golden pulsector, it wouldn't die but would actually just freeze. Then, after the robo gets the orb that came from the golden pulsector, it would start blinking and shaking, and the robo would be disabled during this. After a few seconds of blinking and shaking, it would basically ram straight into the robo. A 50% transparent and gold robo sprite would then sort of like fly away, busting through the blocks that were in your way. You now, controlling a purple/blue (opposite of gold) form of the robo, must get to it. While you try to get to it, (it is basically half of the robo) your health slowly decreases, and nothing speeds up the decrease (basically, you are invulnerable but with gradually decreasing health). This form can not change weapons, and has a unique weapon of its own. One of these cases apply: 1) The robo fires an unchargeable stream of energy, and running into enemies slows down health loss but destroys the enemy OR 2) The robo holds a wierd and different charge to take health from nearby enemies, eventually killing them, to slow health loss. In this case, there is no other shot. So, you must reach the golden half of the robo before your health runs out, and use the form's unique weapon to finally get the golden half back. The robo may or may not be invulnerable to spikes during this. 12/16/07 -------- [-] A sort of scan system. Hold Ctrl to bring up a cursor that you can move around the screen, and release Ctrl to scan anything highlighted. Do this by, on collision with anything, and the object is scannable/has a scan string, compare their distance from the center of the cursor with the distance of the last thing. Set lastdist to like 9999 at each endstep, otherwise the closest thing there EVER was will be the one used and will hardly be replaceable. If theirdist < lastdist, closestinst = other.id. Then, when Ctrl is released, take (closestinst).scaninfo for the information string. Also, make their sprite pulsate (similar to what robo does when you hold A, but in larger-getting, fade-outing sprites) through the draw event using (closestinst).x,y,sprite_index,and image_index. [!] A key system to the demo final room, similar to the O and C orbs system (but no passwords required). Four keys to unlock a door close to the beginning of the final stage that blocks them from progressing further. [+] A hidden "door" in each of the not-final stages that sends you to a separated, secluded corner part of the final stage where there is a challenging battle, and then an orb-key is rewarded after each battle. (Orb keys from the last idea). [+] A set of global variables - global.startchangepos[0] & [1] - that can define and change the position that the robo starts the stage at. If they are both equal to zero, the robo starts at the predefined location. The "robot" object sets them both to 0 after changing position, if they were different. [+] Using the previous idea, a feature that allows you to press and hold a number key to start at that checkpoint in the stage you click IF you have already previously activated it. [-] Small sprites to illustrate that either the bullet has hit something inpenetrable by its weapon, or that it has hit something penetrable by its weapon or has hurt an enemy. They are created at the point of collision. [...] A - at least simple - save system. Either allow them to name the save files themselves, or have 3-5 slots. Other ideas written by hand. Also, icon for this displays a checkmark or, more likely, a disk. [-] The final save system shows not weapon icons or names, but simply a box with the save fill and outline colors as the WE bar for that weapon. This would save both space on the save menu, and secret weapons from being found out entirely. [-] Jester Shell Modification - Make this either a shell that you shoot straight out that passes through all walls, or the shell stays in front of you like the Joker Shell would, or even on both sides. It colliding with enemies would cause it to put a "mine" "on" the enemy. This explosive would follow the enemy wherever it went. Firing again would cause the current shell to end, and to make all explosives explode. Explosives would remain after changing the weapon, and could be triggered by other weapon fire. The charge shot could also be similar; its shot, as you control it, could act as a bullet at first, but then stick to enemies. Pressing Numpad 0 would trigger the enemies AND summon the robo. Also thinking of making a mischevious "smile" appear in the shell by a growing shaped hole before the mines detonate. However, I think this Lvl. 3 shot idea is cheap, especially if paired with the proposed abilities of the Jester Shell to manipulate its own gravity. Therefore, most likely only keep the Lvl. 1 shot idea, if any at all. Also, the detonation would be triggered by a small floating red "glow" that would move along to each explosive, and trigger each on collision, then fly off screen. This would hover above your head from mine-laid point to detonation. [+] Make normal shot's distance from the robo randomize and vary a small bit. [+] Make the READY image a single sprite, and fade it in/make it blink through code in the drawing event. [-] Maybe make the green grid of the TS charge shot pulsate each time you hit F. [-] Maybe make the second charge shot of OP make the third charge explode into tons of either same-size or smaller versions of itself. 12/18/07 -------- [-] Create a new enemy that is a Falden Gate, but that uses cyan and orange, and yellow for the combined color. The gatekeepers have more health than the normal Falden Gate, and when you shoot or touch one of the "gatekeepers", that gatekeeper begins to move toward the other. If they touch before one is destroyed, they are then indestructable, and a large electrical forcefield appears around them. The only thing that will destroy them then is the robo running into the forcefield, which hurts it a lot, or an enemy running into them. If one gets destroyed before they touch, the other starts shooting at the robo relentlessly and stops moving. [-] Make newer enemy ideas have different and unusual sizes and shapes. [+] Make the duplimatter halo charge shot alpha-fade. [+] Make the Divine Leaf charge shot alpha-fade. [+] Make a simple intro for the Falmar Eye, which includes its eye alpha-fading in on its body. [...] Make simple intros for each other boss as well, and make these intros a serious part of the boss trigger system. [-] Duplimatter Halo charge shot - extender powerups and maze (RoboGo pacman) [+] Try again making a dark screen cover for when changing weapons and slots. [-] Maybe have an extra control for DL be: Numpad 4 & 6 applies wind to the falling leaves from the charge shot. [+] Try to make trigger system view slide back into place on the robo, just like the view setters do. 12/20/07 -------- [+] Replace all global.check# variables with global.checkroomnum[room,#] completely. [-] 8 total weapon slot capsules - make the last 4 be specifically upgrade slots. In this case, if global.wslotnum is >= 4 (maybe change the weapon slot capsule sprite) and you have not acquired the upgrades enabled capusle, do not let the robo get the capsule, and make it fade as the robo gets closer like the SF puzzle. [+] Convert weapon slot variables to one single array, so that it will be wslot[1-4] or [2-5]. [-] Maybe a moving trigger view - stays on the robo as much as possible, but stops tracking the robo when it collides with bound-setting trigger border blocks. [-] An option somewhere to disable temporary weapon slot change notification, or a set of options that allows you to define what weapon changing does on what circumstances out of [change to normal shot, ask, keep current weapon] FOR circumstances like [get weapon, get ability, get weapon slot, get health/sre up capsule]. [+] Make Vixyrs make themselves maybe transparent, and for sure not collide with walls, when they encounter walls while chasing the robo. However, if they get hit shortly before or during a wall collision, they will then tp out. [-] Joker Shell or Jester Shell (or something) reveals nearby flicker solids. [+] Completed stages' icons turn blue when you highlight them, or their text is gray. Or perhaps their text starts red, then goes blue on completion. [!] More convenient start-stage-at-checkpoint selection. Maybe click stage, then choices appear, then number keys put you at a checkpoint and Enter puts you at the stage start. Maybe also have a top-central display for this instead of at the stage icon, where it says the stage name and displays the startup options. [-] When shot, Karshishks or a new form of Karshishks flash a large circle representing their detection radius. If and while the robo is touching that circle, the circle will remain and the Karshishk will continually fire at the robo. [+] Velshtovs randomize their vertical position slightly. [+] Falmar Eye has a new form of attack introduced after defeating the two Quarshishks, and possibly another new one or the same one for when the eye is destroyed but not the two Quarshishks. 12/21/07 -------- [-] An enemy that runs along ceilings/floors (or something) and scans for you, and if it finds you, it attacks and is very powerful, or it grabs you (via electricity or clawishness) and takes you elsewhere. A strategy of avoiding it includes freezing yourself in lava so that it won't detect you. [+] As more speakers are blown, a special speaker in front of the door that you came through becomes more opaque. Once Shrill Tower reaches 4 or 5 speakers blown, it becomes active and starts firing, staying at the robo's y position and pausing when it fires until it's done firing. It would fire from the left of the ladder, but keep the same x no matter what. On its screen would be displayed either a number or a graphic (dots) representing the remaining speakers. It is invincible until all 5 remaining speakers are defeated, and the graphic on its screen follows that number. When they are all blown, it is vulnerable to any attack, but has more health than the previous speakers. 12/22/07 -------- [+] If there is < 1 SRE remaining BUT it is more than zero, make the robo repair itself with global.maxhp*global.sre HP and use all of the remaining SRE. [-] Some sort of damaging glass/crystal/sound-themed floor for use in the Shrill Tower boss fight in place of lava. Also, a sound-themed floor, period. [!] For Viliatre, an attack having to do with Viliatre flipping over (not actively; maybe like vanishing then re-appearing upside down or something). Thoughts are, you destroy all four gates (outer two are white first, while inner are black, then inner turn white while the giant beam-shooting halos are out), and it creates the giant white halos from inside its black dome (it opens up or something). Shooting the giant white halos enough "destroys" them (but only when all gates are destroyed) and creates a white or other-colored halo as a biproduct of its destruction. This halo floats above the robo's head, and upon the giant white halo's destruction, Viliatre flips over and opens its dome to try to "restore" the halo above your head to a giant one. You must then use gravity jump, most likely, to bump the halo (which stays above your head) into the inside of the black dome while Viliatre is upside-down and the dome is open, before the halo becomes giant again and abandons its place above the robo's head. Maybe, at first the two giant white halos are very high, and that is the reason that the robo can not destroy them then, then they and maybe Viliatre lower once the last two gates are destroyed. [!] In the duration of the above, while all white gates are destroyed, Viliatre has some other attack that it executes while it is right side up - one that could possibly remain after it flips over to make it challenging for the robo to bump the halo into it. [!] Revisions to the above. While the last two gates remain, those gates are also supplying power to the giant white halos. When the giant halos are fired at, they become increasingly more black. At full blackness, one shrinks and floats above the robo's head, but the gates that supply them power make them fade to white again too quickly to overcome. When Viliatre flips over, his black hatch opens to reveal a large orblike structure protected by a barrier. Two switches are uncovered on either side of the room - once they are both shot/activated, the barrier deactivates. This orblike structure provides power to both halos while exposed, although more slowly than the gates, therefore the other halo should not be fully shrinkable at during this phase. When the barrier is gone, assuming it hasn't been restored to white and its giant size, the robo can use the halo above its head to ram into viliatre. If the halo does become large again, the robo suffers a heavy blow and it's back to viliatre, covered and upright, and the two giant halos. [X] Another option for the hidden doors that lead to a battle and orb key is to put the doors where all weapons are now, and to face the player against true bosses to get each one. This makes sense because currently the weapons are guarded by either nothing or feeble enemies. However, this would create at least two problems: 1) The bosses were going to be all of the challenges in the final stage that lay past the gate. We could replace them with less challenging battles though, I suppose. 2) This would shorten the demo considerably. The player would have everything they need when they reached the final stage to get past the door, and would potentially not even consider searching previous stages for secrets or anything else. They wouldn't have to backtrack, basically. 3) There is no FR boss yet. Of course, that comes next with bosses, but it will not be put into this demo. 4) The interest of the player may be lost in the final stage because nothing new will be introduced if this is the case, most likely. 5) The things guarding the Reaverbot wouldn't be as ominious or treacherous (or brutal). 6) That's five reasons not to. Why did I even bother typing this idea?! 12/23/07 -------- [!] Viliatre intro - Room background is all black. When triggered, the blue light on Viliatre becomes visible and may or may not be floating up and down like Viliatre does. After a bit, all of the black fades away to reveal Viliatre and the room background. [-] Antimatter stage - Either foggy front, or a very foggy-looking sky. Basically, the entire stage is supposed to be a flying ship. So perhaps things like scaling along the bottom of the ship and running into large, running engines. The inside background would also be foggy, though not quite as much, and would be dark with animated lights in the back. Most of it on the outside would be normal walls and floors, while inside would be Antimatter. Also, perhaps no actual entering the inside from the outside, but changing between them via checkpoints. Probably some entering from out to in, at least. [!] diebelow - An instant death object that kills the robo only when the robo has touched, and is then below the object. Intended for use in pit-type deaths. Would freeze the view in place until the robo self-repairs? 01/01/08 -------- [+] - Make pressing either F or Numpad 0 turn all blue AH halos to antimatter and reverse their direction. Make normal AH shots fire two (probably fading) red halos, one up and one down, on direction change as well. (Direction change also means on press of F or Numpad 0. [X] Two buttons cycle through the weapon slots, and another to set the slot. Or, two buttons simply cycle through the slots. Keep number pressing intact. Have a display that shows the current number of slots at either the top center or some part of the bottom of the screen, and each slot with a weapon in it is color-coded according to the weapon assigned to it. If no weapon, it is grayed-out. This could potentially show upgrades also, by either another row of slots or a small icon at a corner of the normal slots. [+] Make it so that three weapon slots and FR are required to finish demo stage 4. (Cage off and expand the inner part of the magnet bridge, and require PASS_LASER_FIELD > FIRE_SB & FIRE_FR.) 01/02/08 -------- [-] Through an ability or maybe something else, make use of empty slots. Ideas were: - Use empty slots to store extra HP, SRE, or most likely, WE. The player could then somehow use them to refill other weapons' WE. - Changing to an empty slot becomes the "tutorial" or "test" weapon, an idea previously expressed. Also, changing out then back to any empty slot refills its WE. Perhaps make the method of getting this "ability" be through a fusion capsule rather than an ability chip. [+] A stage outside of the actual game in which the way to play the game is demonstrated more interactively. This stage would include basic obstacles, no extra abilities, one weapon slot and one weapon - the "tutorial" or "test" weapon. As the player moves through the stage, dialogs at the bottom of the screen that allow you to play at the same time would automatically appear and guide the player as they play. The player would learn other abilities and things via the scan system idea above and/or by short interactive tutorials upon acquiration of each ability. 01/03/08 -------- [-] New weapon switching system. Still uses slots. You press a button and a red ring, representing the robo's weapon ring, grows and becomes visible around the robo. This ring takes up most of the screen, and a slight screen dim also occurs, perhaps. A secondary effect of copies of the red ring shrinking and fading from invisible to visible is shown. Now, for every weapon slot you have acquired, a slot shows at each of the cardinal directions on the ring. From left to top, right, then bottom are slots 2-5, and in the center slot 1 (always normal shot). From here, pressing any arrow key will change to the weapon on the corresponding part of the ring (if there is one there), and pressing the button again changes to normal shot. The ring then fades. Also, pressing Shift while the ring is open changes to an upgrade view and maybe causes a ring color change, and perhaps holding Control and pressing an arrow key would display a weapon's description. Unless a global for-each-enemy variable or personal per-enemy variables are created (could do something like global.enedis[instance_id] and have array index 12345 be all enemies), the robo will remain vulnerable while it is selecting weapons, and maybe just not have hit kick-back. Selecting a weapon will cause all four or less icons to move toward the center of the ring where the normal shot icon is, and the selected weapon's icon would change its depth so that it would be on top of the others. When it reaches the center, both the icon and the ring flash white, and the ring fades in to the color the robo's ring is when it has that weapon equipped. It all then transitions out. Maybe have stange and special-looking replacements for the ring for SF and RV. [-] More understand-able and simple weapon descriptions that don't use dialogs, and use special icons for keys like the special weapon key, the fire key, directional special weapon keys, etc. Maybe, using the above semi-proposed enemy disable system and the further-above-proposed scan system upon scanning the robo with an equipped weapon. 06/01/08 -------- [+] Control customization screen, available from the stage-selection screen. Use GM's key remapping functions for control-customization; they're perfect! Interface will be: click control name (shoot, jump, etc.), then press desired key.The controls of abilities that are not yet acquired can not be set, but if the user presses a key that is already in use by any other control, the current one's key and the one that had the desired key in use will simply swap. Therefore, dimmed-out abilities can switch as well. Finally, there will be a "test controls" button that will rez a robot object in the same room as all the clickable controls, but they will not be changeable during the test. The test controls option will change to "stop testing" and will be clickable during the testing. All controls will be saved into the user's save file (obviously, as GM's save system is being used). 06/04/08 -------- [+] Fix sprite change when changing weapons so that it is the same sprite (dashspr, normalspr, etc.) as it was before the change and so that it is the same image index. [+] Fix jumping into room top border makes the robo float as long as you hold the jump button. 06/06/08 -------- [+] Trigger system music defaults to the (currently unfinished) "boss battle" but really miniboss battle music, but can be changed via the creation code of the ts: objects. (scrapped second part) [+] Fix dash movement beginning before 5 frame alarm is triggered. [+] Fix death freezing; not successfully setting the sprite to RoboDieSpikes. 06/08/08 -------- [+] Fix viewtrans following teleports (was a cool effect, but potentially revealed things) [!] Get reaverbot sfx for the reaverbot, including dash noise (when they charge toward you in-game), bomb fired noise, bomb bouncing noise, the mechanical "reaverbot activation" noise that sounds like "derder". Probably use activation noise for weapon-changing into the reaverbot, and possibly for the charge shot. Possibly even get the megaman hurt noise from mml and change the default hurt noise when in reaverbot form to it? [-] Trigger systems that use moving walls or objects, e.g. rising lava, lowering spike cieling, closing spike walls, and the like. [-] Trigger spikes - may be part of the above idea as well. Maybe trigger lava too? WEAPONS Total: 22 NS SB AH JS FR HG DL SF XS CW SW RV TS CB DB DH JE GR WG TL SFBna CN OP na na Public Demo: 10/23 X X X X X X X O O O X X ? X O O O O O O O na O O na na