random floors

This commit is contained in:
ntr
2019-01-22 12:46:55 +11:00
parent 0da395d3d6
commit 29299a3100
4 changed files with 36 additions and 64 deletions
+22 -50
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@@ -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