random floors
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+22
-50
@@ -3,6 +3,28 @@
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* Express something
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* Prove something
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* 1: Fighting against human nature is a losing game
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* 2: Aesthetics matter
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* 3: Resonance is important
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* 4: Make use of piggybacking
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* 5: Don't confuse "interesting" with "fun"
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* 6: Understand what emotion your game is trying to evoke
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* 7: Allow the players the skill to make the game personal
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* 8: The details are where the players fall in love with your game
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* 9: Allow your players to have a sense of ownership
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* 10: Leave room for the player to explore
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* 11: If everyone likes your game, but no one loves it, it will fail
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* 12: Don't design to prove you can do something
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* 13: Make the fun part also the correct strategy to win
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* 14: Don't be afraid to be blunt
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* 15: Design the component for its intended audience
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* 16: Be more afraid of boring your players than challenging them
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* 17: You don't have to change much to change everything
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* 18: Restrictions breed creativity
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* 19: Your audience is good at recognizing problems and bad at solving them
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* 20: All the lessons connect
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# Key Mechanics
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* 10d chaos maths, not rock paper scissors
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* phys is faster and chaotic
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@@ -98,53 +120,3 @@ gem td style attr combinations
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slimey
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ghostly
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* 1: Fighting against human nature is a losing game
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* 2: Aesthetics matter
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* 3: Resonance is important
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* 4: Make use of piggybacking
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* 5: Don't confuse "interesting" with "fun"
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* 6: Understand what emotion your game is trying to evoke
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* 7: Allow the players the skill to make the game personal
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* 8: The details are where the players fall in love with your game
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* 9: Allow your players to have a sense of ownership
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* 10: Leave room for the player to explore
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* 11: If everyone likes your game, but no one loves it, it will fail
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* 12: Don't design to prove you can do something
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* 13: Make the fun part also the correct strategy to win
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* 14: Don't be afraid to be blunt
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* 15: Design the component for its intended audience
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* 16: Be more afraid of boring your players than challenging them
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* 17: You don't have to change much to change everything
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* 18: Restrictions breed creativity
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* 19: Your audience is good at recognizing problems and bad at solving them
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* 20: All the lessons connect
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Evasion:
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• Provides a X% chance to dodge direct hits
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• Exists a bar with e.g. 200 / 200 evasion rating
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• Your chance to dodge is reduced as your evasion rating is reduced
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20% base dodge with e.g 150 / 200 rating will reduce your chance to dodge to 15%
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• As you take damage your evasion rating decreases as a linear proportion of your HP bar
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(not armour or magic shield)
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E.g. with 700/900 hp your (200 / 200) evasion rating would be reduced to
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(7/9) * 200 = 155
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Armor:
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• Defensive bonus against incoming physical damage
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• Provides a X% mitigation to reduce incoming physical damage before it is applied
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• Armor exists as an additional pseudo health bar
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• Armor is reduced to zero before damage is applied to cryp health
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• If damage taken is physical, armor is the first defensive bar to be reduced
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• A cryp has the X% mitigation while they have at least 1 armour
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Magic Shield (same as armor basically)
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• Defensive bonus against incoming magic damage
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• Provides a X% mitigation to reduce incoming magic damage before it is applied
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• Magic shield exists as an additional pseudo health bar
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• Magic shield is reduced to zero before damage is applied to cryp health
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• If damage taken is magic, armor is the first defensive bar to be reduced
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• A cryp has the X% mitigation while they have at least 1 magic shield
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