From 29299a31008042a776007f8aed262c84226f94e4 Mon Sep 17 00:00:00 2001 From: ntr Date: Tue, 22 Jan 2019 12:46:55 +1100 Subject: [PATCH] random floors --- client/src/scenes/constants.js | 8 ++-- client/src/scenes/specsheet.js | 8 ++-- client/src/scenes/statsheet.js | 12 +++--- server/WORKLOG.md | 72 +++++++++++----------------------- 4 files changed, 36 insertions(+), 64 deletions(-) diff --git a/client/src/scenes/constants.js b/client/src/scenes/constants.js index 36bba18e..c64f16b7 100644 --- a/client/src/scenes/constants.js +++ b/client/src/scenes/constants.js @@ -45,10 +45,10 @@ const statsLearnableX = () => Math.floor(statsX() + statsWidth() / 2); const statsTextMargin = () => 24; const statsLearnableMargin = () => 12; -const logWidth = () => combatWidth() * 0.5; -const logHeight = () => combatHeight() * 0.3; -const logY = () => headerHeight() + (combatHeight() * 0.7); -const logX = () => combatWidth() * 0.2; +const logWidth = () => Math.floor(combatWidth() * 0.5); +const logHeight = () => Math.floor(combatHeight() * 0.3); +const logY = () => Math.floor(headerHeight() + (combatHeight() * 0.7)); +const logX = () => Math.floor(combatWidth() * 0.2); module.exports = { diff --git a/client/src/scenes/specsheet.js b/client/src/scenes/specsheet.js index 2ee5f445..76c5e41e 100644 --- a/client/src/scenes/specsheet.js +++ b/client/src/scenes/specsheet.js @@ -69,13 +69,13 @@ class StatSheet extends Phaser.Scene { })); }; - this.specs.add(this.add.text(X_MARGIN, 0, 'Common Specs', TEXT.HEADER)); + this.specs.add(this.add.text(X_MARGIN, 0, 'Common', TEXT.HEADER)); cryp.specs.common.forEach((specInfo, i) => listSpecs(1, specInfo, i)); - this.specs.add(this.add.text(X_MARGIN * 2, 0, 'Uncommon Specs', TEXT.HEADER)); + this.specs.add(this.add.text(X_MARGIN * 2, 0, 'Uncommon', TEXT.HEADER)); cryp.specs.uncommon.forEach((specInfo, i) => listSpecs(2, specInfo, i)); - this.specs.add(this.add.text(X_MARGIN * 3, 0, 'Rare Specs', TEXT.HEADER)); + this.specs.add(this.add.text(X_MARGIN * 3, 0, 'Rare', TEXT.HEADER)); cryp.specs.rare.forEach((specInfo, i) => listSpecs(3, specInfo, i)); } @@ -84,7 +84,7 @@ class StatSheet extends Phaser.Scene { if (this.hoverText) this.hoverText.destroy(); this.hoverText = this.add.text(x, y, description, { fontSize: '16px', - fontFamily: 'Arial', + fontFamily: 'Jura', color: '#ffffff', backgroundColor: '#222222', }).setPadding(32); diff --git a/client/src/scenes/statsheet.js b/client/src/scenes/statsheet.js index 885b9e99..6975c393 100644 --- a/client/src/scenes/statsheet.js +++ b/client/src/scenes/statsheet.js @@ -7,13 +7,13 @@ const WIDTH = MENU_MAIN.width(); const HEIGHT = MENU_MAIN.height(); const TEXT_MARGIN = 24; -const menuX = WIDTH / 10; -const menuY = HEIGHT * 0.8; -const menuWidth = WIDTH / 10; -const menuHeight = HEIGHT * 0.2; +const menuX = Math.floor(WIDTH / 10); +const menuY = Math.floor(HEIGHT * 0.8); +const menuWidth = Math.floor(WIDTH / 10); +const menuHeight = Math.floor(HEIGHT * 0.2); -const X_LEARN = WIDTH * 2 / 4; -const Y_SKILLS = HEIGHT * 0.5; +const X_LEARN = Math.floor(WIDTH * 2 / 4); +const Y_SKILLS = Math.floor(HEIGHT * 0.5); function addButton(scene, x, y, cback, name) { diff --git a/server/WORKLOG.md b/server/WORKLOG.md index fe12ee1d..7249ee91 100644 --- a/server/WORKLOG.md +++ b/server/WORKLOG.md @@ -3,6 +3,28 @@ * 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 + + # Key Mechanics * 10d chaos maths, not rock paper scissors * phys is faster and chaotic @@ -98,53 +120,3 @@ gem td style attr combinations slimey ghostly - - -* 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 - -Evasion: -• Provides a X% chance to dodge direct hits -• Exists a bar with e.g. 200 / 200 evasion rating -• Your chance to dodge is reduced as your evasion rating is reduced - 20% base dodge with e.g 150 / 200 rating will reduce your chance to dodge to 15% - -• As you take damage your evasion rating decreases as a linear proportion of your HP bar -(not armour or magic shield) -E.g. with 700/900 hp your (200 / 200) evasion rating would be reduced to - (7/9) * 200 = 155 - - -Armor: -• Defensive bonus against incoming physical damage -• Provides a X% mitigation to reduce incoming physical damage before it is applied -• Armor exists as an additional pseudo health bar -• Armor is reduced to zero before damage is applied to cryp health -• If damage taken is physical, armor is the first defensive bar to be reduced -• A cryp has the X% mitigation while they have at least 1 armour - -Magic Shield (same as armor basically) -• Defensive bonus against incoming magic damage -• Provides a X% mitigation to reduce incoming magic damage before it is applied -• Magic shield exists as an additional pseudo health bar -• Magic shield is reduced to zero before damage is applied to cryp health -• If damage taken is magic, armor is the first defensive bar to be reduced -• A cryp has the X% mitigation while they have at least 1 magic shield \ No newline at end of file