move md to root

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ntr
2019-05-02 13:30:13 +10:00
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# Playthrough
cryps join game
stats randomised
initial stash drops
6 skills
6 colours
6 specs
play first round
basically duke it out
# Colours #
### Red ###
Real world concepts
Aggressive
Apply Buffs
Fast & Chaotic
### Green ###
Healing Specialisation
Defensive
Purge buffs & debuffs
### Blue ###
Fantasy concepts (magical)
Aggressive & Defensive
Apply Debuffs
Slow & Reliable
# Classes #
Class names to be changed
====================
Pure Red `Nature`
Pure Green `Non-Violence`
Pure Blue `Destruction`
Hybrid Red / Blue `Chaos`
Hybrid Red / Green `Purity`
Hybrid Blue / Green `Technology`
Skills
==========
Basic Type
-------------------------------------------------------------------------
Attack `Basic offensive skill - deal damage`
Buff `Base ally targetted skill - increase ally speed`
Stun `Base enemy disable - disable enemy for 2 rounds`
Block `Base self targetted defensive - reduced damage taken for 2 rounds`
Debuff `Base enemy debuff - reduce enemy speed`
# Attack Base #
RR - Strike
GG - Heal
BB - Blast
RG - Purify
GB - Decay
RB - Blast
# Stun Base #
RR - Strangle
GG - Throw
BB - Ruin
RG - Banish
GB - Silence
RB - Hex
# Buff Base #
RR - Empower
GR - Triage
BB - Hostility
RG - Clutch
GB - Amplify
RB - Haste
# Debuff Base #
RR - Snare
GG - Purge
BB - Curse
RG - Slow
GB - Siphon
RB - Invert
# Block Base #
RR - Parry
GG - Reflect
BB - Corrupt
RG - Taunt
GB - Life `rename?`
RB - Recharge
## Advanced combos ##
Two ways of upgrading
#1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos)
#2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid)
### T2 / T3 Combos ###
All current specs / items can be further combo'd into T2 and T3 versions
# 3 of same base => 1 upgraded tier #
`3 x T1 Red Damage Spec => T2 Red Damage Spec`
`3 x T2 Red Damage Spec => T3 Red Damage Spec`
`3 x T1 Strike => T2 Strike`
`3 x T2 Strike => T3 Strike`
Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown
Upgraded skills use the same speed formula as previously
### Spec / Skill hybrid specs ###
# Strike #
2 x Red Damage + Strike => Strike damage bonus (crit?)
2 x Red Speed + Strike => Strike reduces enemy speed
2 x Red Life + Strike => Strike reduces enemy healing (% reduction)
# Heal #
2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life
2 x Green Speed + Heal => Heal target gets bonus speed
2 x Green Life + Heal => Heal increases target's max hp for 2 turns
etc etc
30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated
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# Everything costs money (gold?)
Items - Base colours / skills / specs and associated upgrades
### Sources of money
- Start with money and gain income after each battle
- Higher income from winning
- Selling items in inventory or equipped on character refunds
- Selling from inventory full refund
- Selling from charcter 50% refund
### Uses for money
- Buying items
- Rerolling vbox
### Base Costs
Base colours have a base 1 cost
Base skills have a base 2 cost
Base specs have a base 3 cost
### Actual Costs
- Costs increase as more of an item is used on cryps in the game
- The cost increases by the base cost for every 6 allocations of base item
- Allocation is based on all cryps in the game
### Example ###
Round #1
All costs are base costs
# Player #1 and Player #2 (They both bought the same things)
Cryp #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost
Cryp #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost
Cryp #3 Attack, 2 cost
Total cost - 10
Round #2
Items used on cryps include:
Red x 8
Attack x 4
Buff x 2
The costs of red for round #2 are now (1 + 1) = 2
If they were to buy the same skill setup it would be as follows:
# Player #1 and Player #2 (They both bought the same things)
Cryp #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost
Cryp #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost
Cryp #3 Attack, 2 cost
Total cost - 14
### Philosophy of increasing item costs
- Two games will never feel exactly the same
- Costs change over rounds to diversify skill choice and gameplay
- As optimal builds emerge the paths to reach them will change every game
- Rewarded for going (hipster) builds nobody else is trying
- Some reward for hoarding items in your inventory while they cheaper (hodl red)
### Income values
Could try with 9 base income
Income increases by 3 each round and winning bonus of 6
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# Stat Multipliers #
### Defenses ###
Rare `Increased GreenLife`
Common `Increased Evasion rating`
Common `Increased Blue Life rating`
Common `Increased RedLife rating`
Common `Increased Healing done`
Common `Increased Healing received`
Common `Increased Blue Damage`
Common `Increased Red Damage`
Uncommon `Reduced hp loss penalty to evade chance`
Uncommon `Increased base evasion chance per X evasion rating`
Uncommon `Increased % mitigation from red_life`
Uncommon `Increased % mitigation from spell shield`
Uncommon `Increased damage over time`
Rare `gain empower on KO`
Rare `cannot be snared`
Rare `cannot be silenced`
Rare `cannot be taunted`
Rare `25% stun for attack`
Rare `25% hex for blast`
Rare `cooldown reduction`
Rare `effect duration`
Rare `increased phys damage, 0 spell damage`
Rare `increased spell damage, 0 phys damage`
Rare `increased phys damage, silenced`
Rare `increased spell damage, snared`
Rare `increased speed, increased durations`
Rare `increased speed, increased cooldowns`
# Nature - Technology - Nonviolence - Destruction - Purity - Chaos #
- Increased power
- Increased speed
- Increased stat
- ??? Related Notables
# ??? Cryps need to have a minimum of X of the cryp stat to learn a skill #
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# Cryps ("creeps")
## Combat
skill phase:
1.1 -> block (sp 10) -> on self
1.2 -> attack (sp 5) -> on player 2
2.1 -> hex (sp 3) -> on player 1
2.2 -> attack (sp 5) -> on player 1
target phase:
player 2 targets 1.2 on 2.2
player 1 targets 2.1 on 1.1
player 1 targets 2.2 on 1.1
resolve phase:
1.1 <- block
1.1 <- attack (no effect because of block)
2.2 <- attack (normal resolve)
1.1 <- hexed (no skills for the rest of this turn and next)
## Damage Chart
| Red | Magic | Modifiers |
| ------ | ------ | ------ |
| damage | damage | speed |
| evasion | resistance | cooldowns |
| reduction | absorption? | durations |
## Cryp Alignments
Natural Selection
================
Survival of the fittest / Strength of the Individual / Attack & Defense
-----------------------------------------------------------------------
they value individual strength and the ability to defend one's self.
having undergone natural selection they are combative by nature and feel threatened from all sides.
magic and advanced technology disturbs them as they are unable to understand it;
their response is to try and crush it and restore their place at the apex.
their fear is a manifestation of the emotions and prejudices they have grown in order to survive.
* tactics and strategy
* rally
* physical damage
* rend / expose
* taunt
* martial arts and combat
* blocking
* evasion and redirection
* frenzy
Machine Cult
=====================
Everything Connected / Speed & Efficiency
-----------------------------------------
members of the Machine Cult worship artificial machines of any sort, from simple spring powered devices to vast self-aware networks.
they value speed and efficiency above all else.
the individual has little significance for the machine cult, its members are rushing headlong into state of complete connectedness
they long to transcend beyond their physical limitations and become vaster and more powerful than the sum of each part
rigid, often serving a very specific purpose, not as adaptable as the other alignments
they and their machinations do not think, they simply act.
no motivation / no emotions / no tricks; just action.
* efficiency
* reduced cooldowns
* increased speed
* replication
* drones / tokens
Non-Violence
===============
Enhancement & Preservation
--------------------------
the philosophy of nonviolence teaches that the sanctity of hp is above all else
its adherants are defensive and gracious, seeking to minimise the damage done by others and doing no direct harm themselves.
they seek to prevent damage in any way possible
* healing
* hots
* direct healing
* defensive buffs
* protection from effects
* damage reduction
Path to Destruction
===================
Damage & Destruction
-------------------------
cryps walking the path to destruction have forsaken themselves in order to gain ruinous power.
no price is too high, they gladly harm themselves and allies to amplify the destruction they wreak on everything around them
specialise in magical damage dealing
* damage amplification
* nukes
* hp leach
* hp exchange
* poison
* aoe
The Tribunal
=============
Fuck Magic
-------------------
The Tribunal has ruled that magic is an abomination.
Its members now scour the lands in search of magic, censoring its teaching, purging its effects and slaying the heretics who wield it.
* Dispel, removal
* Silence
* Magic resistance
* Information gathering
* player composition
* available skills etc
Universal Chaos
===============
The only constant is change.
----------------------------
Cryps aligning themselves with the forces of chaos believe that constant change is the only truth in the universe.
They harness its power to manipulate physical reality as well as control and disrupt the flow of battle.
They blend between physical and astral forms, constantly shifting throughout time and space.
* Banish
* Chaos damage
* Time control (reverse turn outcomes)
* increase cooldowns
* increase durations
* Slow
* damage redirection
## Styles
* Aztec
* Yokai / ukiyo-e
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### Specs ###
Numbers are placeholder
`Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs`
# Example to meet 5 red gem bonus from skills only
In your player Cryp #1 has `Strike`, Cryp #2 has `Slay` and `Heal`, Cryp #3 has `Snare`
- RR skill `Strike` contributes 2 red gems to the total red gems (2 total)
- RG skill `Slay` contributes 1 red gem to the total red gems (3 total)
- GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total)
- RR skill `Snare` contirubtes 2 red gems to the total red gems (5 total)
# Advanced specs also require a minimum number of Red / Green / Blue gems on the cryp to take effect
- Tier 1 Basic specs (Damage / Health / Defense) will have no requirements
- Advanced specs will require a certain threshold of red / green / blue gems to be enabled
- Provided spec requirements are met, all specs will add gems to the cryp
# Starting from scratch with a vbox
### Round 1
- Buy 4 reds (items)
- Buy two 'Attack' Skills & 1 Stun skill (items)
- Buy 1 Basic Damage Spec (item)
Combine 2 Red + 'Attack' -> Strike
Combine 2 Red + 'Basic Damage Spec' -> Red Damage
Cryp #1 -> Give Strike & Red Damage Spec -> Strike + 1 x Red Damage Spec
Cryp #2 -> Give Attack -> Attack
Cryp #3 -> Give Stun -> Stun
Player Total (4 Red + 2 Basic gems)
### Round 2
- Buy 2 reds & 2 green & 2 blue (all available colour items)
- Buy 2 Basic Damage Spec (item)
- Cryp #2 Unequip Attack
- Combine 2 Green + 'Attack' -> Heal
- Cryp #3 Unequip Stun
- Combine 2 Blue + 'Stun' -> Ruin
- Combine 2 Red + 'Basic Damage Spec' -> Red Damage
Cryp #1 -> Give Red Damage items -> Strike + 2 x Red Damage Spec (6R)
Cryp #2 -> Give Heal item -> Heal (2G)
Cryp #3 -> Give Ruin item -> Ruin (2B)
## Round 3
- Buy 4 reds
- Buy 1 Attack, 1 Stun, 1 Block (item)
- Buy 2 Basic Damage Spec (item)
- Combine 2 Red + 'Stun' -> Strangle
- Combine 2 Red + 'Block' -> Parry
Cryp #1 -> Give 'Stun' & 'Strangle' -> Strike, Stun, Strangle + 2 x Red Damage Spec (10R)
Cryp #2 -> 'No change' -> Heal (2G)
Cryp #3 -> Give Attack item & 2 Basic Damage Spec -> Attack + Ruin + 2 x Basic Damage Spec (2B)
## Round 4
- Buy 4 reds (getting lucky with reds!)
- Buy 1 Attack, 1 Buff
- Combine 2 Red + 'Attack' -> Strike
- Combine 2 Red + 'Buff' -> Empower
- Cryp #1 Unequip 2 x Red Damage spec, Equip Empower -> Strike, Stun, Strangle, Empower (8R)
- Combine 'Strike' + 2 x Red Damage spec -> 'Increased Strike Damage spec'
### Note 'Increased Strike Damage spec' requires 8R on the cryp
Cryp #1 Equip Increased Strike Damage spec -> Strike, Stun, Strangle, Empower + Increased Strike Damage Spec (14R)
Cryp #2 -> 'No change' -> Heal
Cryp #3 -> 'No change' -> Attack + Ruin + 2 x Basic Damage Spec
## Round 5
We already lost cause we went all in on 1 red cryp like a noob
### Generic Specs
# Basic % GreenLife
`Base` -> 5% inc hp
`Player Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
Maximum 35% inc hp
# Basic Speed
`Base` -> 5% inc speed
`Player Bonus` -> 3 basic gems -> +10% // 6 basic gems -> +15% // 12 basic gems -> +20%
Maximum 50% inc speed
# Basic Class Spec
`Base` -> +2 red, +2 green +2 blue gems on cryp
# Basic Duration
### Increased Damage Combos ###
Generate by combining `Generic Spec (Basic Damage)` with respective RGB
# Red Damage (Dmg + RR)
Add 2 `red gems`
`Base` -> 10% inc red dmg
`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +25%
Maximum +60% red damage
# Blue Damage (Dmg + BB) #
Add 2 `blue gems`
`Base` -> 10% inc blue dmg
`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +25%
Maximum +60% blue damage
# Healing (Dmg + GG) #
Add 2 `green gems`
`Base` -> 10% inc healing
`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +25%
Maximum +60% inc healing
# Red damage and healing (Dmg + RG)
Add 1 red 1 green gem
`Base` -> 5% inc red damage and 5% inc healing
`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
Maximum +35% inc red damage and 35% inc healing
# Red and blue damage (Dmg + RB)
Add 1 red and 1 blue gem
`Base` -> 5% inc red damage and 5% inc healing
`Player Bonus` (2 red + 2 green gems) -> +5% + 5% // (5 red + 5 green gems) -> +10% + 10% % // 20 green gems -> +15% + 15%
Maximum +35% inc damage and 35% inc healing
# Blue damage and healing (Dmg + BG)
Add 1 blue and 1 green gem
`Base` -> 5% inc blue damage and 5% inc healing
`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
Maximum +35% inc blue damage and 35% inc healing
### Increased GreenLife Combos ###
Generate by combining `Generic Spec (Basic GreenLife)` with respective RGB
# Increased % Red Life (Basic %HP + 2R)
Add 2 `red gems`
`Base` -> 10% inc red shield
`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
Maximum +55% inc red shield
# Increased % Red Life and GreenLife (Basic %HP + 1R1G)
Add 1 red 1 green gem
`Base` -> 5% inc red shield and 5% inc hp
`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
Maximum +35% inc red shield and 35% inc hp
# Increased % Blue Life (Basic %HP + 2B)
Add 2 `blue gems`
`Base` -> 10% inc red shield
`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
Maximum +55% inc blue shield
# Increased % Blue Life and GreenLife (Basic %HP + 1B1G)
Add `1 blue and 1 green gems`
`Base` -> 5% inc red shield and 5% inc hp
`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
Maximum +35% inc blue shield and 35% inc hp
# Increased % GreenLife (Basic %HP + 2G)
Add `2 green gems`
`Base` -> 10% inc hp
`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
Maximum +55% inc hp
# Increased % Blue and Red Life (Basic %HP + 1B1R)
Add `1 blue and 1 red gem`
`Base` -> 5% inc red shield and 5% inc hp
`Player Bonus` (2B + 2R gems) -> +5% + 5% // (5B + 5R gems) -> +10% + 10% % // (10B + 10R) gems -> +15% + 15%
Maximum +35% inc blue shield and 35% inc red shield
## Upgraded Attack Spec Combos
# Increased Strike Damage (Combine Strike + Red Damage Spec x 2)
Cryp Requires `8 red gems`
Adds `6 red gems`
`Base` -> 15% increased strike damage
`Player Bonus` 15 red gems -> +15% // 20 red gems -> +20% // 30 red gems -> +30%
Maximum 80% increased strike damage
# Improved Heal (Combine Heal + Healing Spec x 2)
Cryp Requires `8 green gems`
`Base` -> 15% increased heal healing
`Player Bonus` 15 green gems -> +15% // 20 green gems -> +20% // 30 green gems -> +30%
Maximum 80% increased heal healing
# Increased Blast Damage (Combine Blast + Blue Spec x 2)
Cryp Requires `8 blue gems`
`Base` -> 15% increased blast damage
`Player Bonus` 15 blue gems -> +15% // 20 blue gems -> +20% // 30 blue gems -> +30%
Maximum 80% increased blast damage
# Increased Slay Damage (Combine Slay + Red Damage Spec + Healing Spec)
Cryp Requires `4 red 4 green gems`
`Base` -> 15% increased slay damage
`Player Bonus` (8R + 8G) gems -> +15% // (10R + 10G) gems -> +20% // (15R + 15G) gems -> +30%
Maximum 80% increased slay damage
# Increased Banish Damage (Combine Slay + Red Damage Spec + Blue Damage Spec)
Cryp Requires `4 red 4 blue gems`
`Base` -> 15% increased slay damage
`Player Bonus` (8R + 8B) gems -> +15% // (10R + 10B) gems -> +20% // (15R + 15B) gems -> +30%
Maximum 80% increased banish damage
## Other Combos
# Increased % Red Speed (Basic Speed + 2R)
Add 2 red gems
`Base` -> 15% inc red speed
`Player Bonus` 5 red gems -> +15% // 10 red gems -> +20% // 20 red gems -> +25%
Maximum 80% inc red speed
# Nature Affinity (Basic Class spec + 2R)
`Base` -> Add 10 red gems
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# Key Mechanics
* 10d chaos maths, not rock paper scissors
* phys is faster and chaotic
* spells are slow and reliable
* defensives are implicit
* red_life is restored, not gained
* players can feel aggressive
- build archtypes
fast blue
slow blue
red + aggro green
blue + defensive green
# WORK WORK
## NOW
*WARDEN*
* games
check updated timestamps
once a second?
add a timestamp to each player
after 30s issue warning (client)
after 1m automove
increment warnings
after 3 warnings forfeit
* instances
add timestamp to each player
after 60s force ready
*CLIENT*
* general
* icons change with %
* find new icons for colours / life
* game
*SERVER*
authentication endpoint
hit /auth with un/pw or token
invalidate previous token
generate new token and return
attach token to websocket
ez
Base Items - Buff / Debuff / Stun should be equippable / usable skills
var / skill info rpc
thresholds / bonuses
sell cost
etc
put ticks on stack at start of phase
push events
make strike *really* hit first / resolve at same time?
## SOON
* Add missing combo - (Red + Blue + Attack) - Duplicated ???
* Client side confirmation that you've made all decisions
* vbox drops chances
* 50% spec, 25% colour etc
* confirm cryp without skill ready
* draw big warning !
* confirm all (turn timeouts) 10 - 15 seconds
* iconography
* combo skills
* skills
* private fields for opponents
* flavour text
* chat wheel trash talk
* KO animations and trash talk
## LATER
* redis for game events
* store instances / games in redis?
* not sure hwo to get sets of player games
* set joined_games_$account [game_id]
* move player -> player
* chat
* notifications
* elo + leaderboards
* constants
* change to ownership pattern
$$$
* Items
* Colour scheme
* number of cryps
* Highlight (dota) colour
* fx colours + styles
# Db maintenance
# Art Styles
* illusions
* Aztec
* youkai
* Pixel
* Industrial
# notables
* prince of peace
* bonus healing / no damage
* fuck magic
* empower on ko
# Mechanic Ideas
players
1v1 2v2 3v3
gem td style attr combinations
stoney + spikey = jagged
plants
animals
viruses
fungus
artificial
elementals
techno artists for the soundtrack
slimey
ghostly
# Principles
* Experience something
* Express something
* Prove something
* 1: Fighting against human nature is a losing game
* 2: Aesthetics matter
* 3: Resonance is important
* 4: Make use of piggybacking
* 5: Don't confuse "interesting" with "fun"
* 6: Understand what emotion your game is trying to evoke
* 7: Allow the players the skill to make the game personal
* 8: The details are where the players fall in love with your game
* 9: Allow your players to have a sense of ownership
* 10: Leave room for the player to explore
* 11: If everyone likes your game, but no one loves it, it will fail
* 12: Don't design to prove you can do something
* 13: Make the fun part also the correct strategy to win
* 14: Don't be afraid to be blunt
* 15: Design the component for its intended audience
* 16: Be more afraid of boring your players than challenging them
* 17: You don't have to change much to change everything
* 18: Restrictions breed creativity
* 19: Your audience is good at recognizing problems and bad at solving them
* 20: All the lessons connect