diff --git a/CHANGELOG.md b/CHANGELOG.md index fd1d26bb..8204531d 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,15 @@ +## [1.10.1] - 2019-12-04 +### Changed +- Reduced the number of items to create + and ++ versions from 3 to 2 (need 4 items total to make a ++) +- Reduced the power of ++ skills to be closer to the power of previous + versions +- Tweaked all values of power specs to reduce their power bonuses + +## [1.10.0] - 2019-11-29 +### Changed +- Reworked the vbox layout +- Floating combat text and faster animations +- Mobile UI fixes + ## [1.9.1] - 2019-11-21 ### Fixed - Fixed Item+ Purchasing Bug diff --git a/COMBOS.md b/COMBOS.md index cf563a8c..a9c01749 100644 --- a/COMBOS.md +++ b/COMBOS.md @@ -1,142 +1,200 @@ -# item_info -> +# Spec / Skill hybrid specs # -combos [strike, [R R Attack]] -specs [spec [bonus amount, [r g b]] +Create skills specs by combining an upgraded skills with corresponding colour specs: + Strike (RR + A) can be combined with (PowerRR, SpeedRR, LifeRR) + - Strike + PowerRR -> StrikePower + - Strike + SpeedRR -> StrikeSpeed + - Strike + LifeRR -> StrikeLife -# Playthrough +Could also create SkillSpec+ by combining two together. -constructs join game - stats randomised +## Why Skill Specs -initial stash drops - 6 skills - 6 colours - 6 specs +- Give tools to players to make cool unique builds +- Passive utility that you work towards +- Specialise in a type of skill +- Repurpose skills that you aren't using much for active use +- More layers of complexity -play first round - basically duke it out +## Skill specs philosphy -# Colours # +- Should be more interesting than just another stat "multiplier" we have that already (could be placeholder though) +- Passives should help build a theme / identity to the skills +- Specs should be numerically scalable so they can be `balanced` (also for upgraded versions think continuous vs discrete) +- While specialised should be useful for multiple skills + e.g. StrikeSpeed -> Causes your red attack skills to cast on another target on the same team for (X% damage) + A StrikeSpeed should do something for `some` other active skill that isn't strike +- They don't have to be `competely game changing` to be viable / fun / interesting -### Red ### -Real world concepts -Aggressive -Apply Buffs -Fast & Chaotic +## Brainstorming on what kind of things skill specs could do -### Green ### -Healing Specialisation -Defensive -Purge buffs & debuffs +- Passive + - (Abosrb Spec) when you take damage you permanently gain X Power/Speed/Life + - Grant you Amplify with (X% multiplier) when you KO a target + - Convert (X% of your red / blue power -> green power) + - Reduce / Increase damage taken of a certain type (Block type upgrades maybe?) -### Blue ### -Fantasy concepts (magical) -Aggressive & Defensive -Apply Debuffs -Slow & Reliable +- Active + - Make a skill cast another skill (strike another guy) + - Apply an effect when you cast a skill + - Change damage / healing / speed of a skill -# Classes # +## The BIG LIST -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` +### Attack Base +Strike + Power + Life + Speed (Repeat skill at X% multiplier) +Chaos + Power + Life + Speed -Skills -========== +Heal + Power (Convert X% Red/Blue Power to GreenPower) + Life + Speed -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` +Blast + Power + Life + Speed -# Attack Base # +Slay + Power + Life + Speed -RR - Strike -GG - Heal -BB - Blast -RG - Purify -GB - Decay -RB - Blast +Siphon + Power + Life + Speed -# Stun Base # +### Stun Base +Bash + Power + Life + Speed -RR - Strangle -GG - Break -BB - Ruin -RG - Banish -GB - Silence -RB - Hex +Sleep + Power + Life + Speed -# Buff Base # +Ruin + Power + Life + Speed -RR - Empower -GR - Triage -BB - Absorb -RG - Sustain -GB - Amplify -RB - Haste +Link + Power + Life + Speed -# Debuff Base # +Banish + Power + Life + Speed -RR - Restrict -GG - Purge -BB - Curse -RG - Slow -GB - Siphon -RB - Invert +Break + Power + Life + Speed -# Block Base # +### Block Base -RR - Counter -GG - Reflect -BB - Electrify -RG - Intercept -GB - Life `rename?` -RB - Recharge +Counter + Power + Life + Speed +Reflect + Power + Life + Speed -## Advanced combos ## +Purify + Power + Life + Speed -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) +Sustain + Power + Life + Speed -### T2 / T3 Combos ### +Electrify + Power + Life + Speed -All current specs / items can be further combo'd into T2 and T3 versions +Recharge + Power + Life + Speed -# 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` +### Buff Base -Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown -Upgraded skills use the same speed formula as previously +Intercept + Power + Life + Speed -### Spec / Skill hybrid specs ### +Triage + Power + Life + Speed -# 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) +Absorb + Power (Gain X Power when you take damage) + Life (Gain X Life when you take damage) + Speed (Gain X Speed when you take damage) -# 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 +Amplify + Power + Life + Speed -etc etc +Haste + Power + Life + Speed -30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated +Hybrid + Power + Life + Speed +### Debuff Base +Purge + Power + Life + Speed + +Invert + Power + Life + Speed + +Restrict + Power + Life + Speed + +Silence + Power + Life + Speed + +Curse + Power + Life + Speed + +Decay + Power + Life + Speed \ No newline at end of file diff --git a/ECONOMY.md b/ECONOMY.md deleted file mode 100644 index e40a894c..00000000 --- a/ECONOMY.md +++ /dev/null @@ -1,75 +0,0 @@ -# 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 constructs in the game -- The cost increases by the base cost for every 6 allocations of base item -- Allocation is based on all constructs in the game - -### Example ### - -Round #1 - -All costs are base costs -# Player #1 and Player #2 (They both bought the same things) -Construct #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost -Construct #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost -Construct #3 Attack, 2 cost - -Total cost - 10 - -Round #2 - -Items used on constructs 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) -Construct #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost -Construct #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost -Construct #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 - - - diff --git a/NODES.md b/NODES.md deleted file mode 100644 index 52dd0e80..00000000 --- a/NODES.md +++ /dev/null @@ -1,49 +0,0 @@ - -# 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 restrictd` -Rare `cannot be silenced` -Rare `cannot be intercepted` - -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, restrictd` - -Rare `increased speed, increased durations` -Rare `increased speed, increased cooldowns` - -# Nature - Technology - Nonviolence - Destruction - Purity - Chaos # - - - Increased power - - Increased speed - - Increased stat - - ??? Related Notables - -# ??? Constructs need to have a minimum of X of the construct stat to learn a skill # diff --git a/ROADMAP.md b/ROADMAP.md index 7f9ff085..07215724 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -34,8 +34,12 @@ Player Events e.g. chatwheel Matchmaking + ELO / Leaderboard Game skill private fields +# Phase 4 (Release -> Full Shill mode) + Refine artwork, icons, scaling etc Music +Skill Specs +Some sort viewable combat log Marketing materials Videos diff --git a/SPECS.md b/SPECS.md deleted file mode 100644 index e1c4cc64..00000000 --- a/SPECS.md +++ /dev/null @@ -1,224 +0,0 @@ -### 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 Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Restrict` -- 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 `Restrict` 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 construct 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 construct - -# 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 - - Construct #1 -> Give Strike & Red Damage Spec -> Strike + 1 x Red Damage Spec - Construct #2 -> Give Attack -> Attack - Construct #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) - - - Construct #2 Unequip Attack - - Combine 2 Green + 'Attack' -> Heal - - - Construct #3 Unequip Stun - - Combine 2 Blue + 'Stun' -> Ruin - - - Combine 2 Red + 'Basic Damage Spec' -> Red Damage - - Construct #1 -> Give Red Damage items -> Strike + 2 x Red Damage Spec (6R) - Construct #2 -> Give Heal item -> Heal (2G) - Construct #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' -> Counter - - Construct #1 -> Give 'Stun' & 'Strangle' -> Strike, Stun, Strangle + 2 x Red Damage Spec (10R) - Construct #2 -> 'No change' -> Heal (2G) - Construct #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 - - - Construct #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 construct - - Construct #1 Equip Increased Strike Damage spec -> Strike, Stun, Strangle, Empower + Increased Strike Damage Spec (14R) - Construct #2 -> 'No change' -> Heal - Construct #3 -> 'No change' -> Attack + Ruin + 2 x Basic Damage Spec - -## Round 5 - - We already lost cause we went all in on 1 red construct 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 construct -# 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) -Construct 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) -Construct 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) -Construct 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) -Construct 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) -Construct 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 diff --git a/VERSION b/VERSION index ed21137e..169f19b4 100644 --- a/VERSION +++ b/VERSION @@ -1 +1 @@ -1.10.0 \ No newline at end of file +1.11.0 \ No newline at end of file diff --git a/WORKLOG.md b/WORKLOG.md index d254b298..3ab85ef3 100644 --- a/WORKLOG.md +++ b/WORKLOG.md @@ -3,7 +3,6 @@ _ntr_ * can't reset password without knowing password =\ -* skip faceoff on server side * change cooldowns to delay & recharge - delay is cooldown before skill can first be used - recharge is cooldown after using skill @@ -30,14 +29,11 @@ Hexagon Set - Increase intensity for each visit _mashy_ -* floating combat text combat (start opposite hp and float towards it) to speed up animations +* rebalance + * speed specs + * life specs + * represent construct colours during game phase (try %bar or dots) -* buy from preview if you have the required bases in vbox / inventory - - a "buy" becomes available under the current info / preview section - - clicking the buy automatically purchases / combine items - - could also be used to upgrade already equipped skills / specs - - e.g. an equipped white power spec could be upgraded by clicking under preview - - if this was added we could reduce inventory size to 3 and rearrange vbox (see mockup img) _external_ * Graphics @@ -57,29 +53,19 @@ _tba_ ## SOON -* combo rework - - reduce number of items for creating t2/t3 items from 3 -> 2 - - add lost complexity by adding skill spec items - - Created by combining a skill with corresponding spec - e.g. - - Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under) - - Construct does Y% more damage with Strike - - Strike + SpeedRR -> StrikeSpeed (strike has Y% more speed) - - Strike + LifeRR -> StrikeLife (Strike recharges X% of damage as red life) - - - Can also work as module style passive keystones - * troll life -> dmg -> Invert life spec? - * prince of peace - * bonus healing / no damage -> Heal power spec? - * fuck magic -> Some sort of reflect spec? - * empower on ko -> Amplify + Power spec - +* Skill / Spec hybrids - SEE COMBOS.md * elo + leaderboards ## LATER * Graphical status effects instead of text +* buy from preview if you have the required bases in vbox / inventory + - a "buy" becomes available under the current info / preview section + - clicking the buy automatically purchases / combine items + - could also be used to upgrade already equipped skills / specs + - e.g. an equipped white power spec could be upgraded by clicking under preview + * theme toasts * rework vecs into sets diff --git a/acp/package.json b/acp/package.json index 7a6a5902..196377a3 100644 --- a/acp/package.json +++ b/acp/package.json @@ -1,6 +1,6 @@ { "name": "mnml-client", - "version": "1.10.0", + "version": "1.11.0", "description": "", "main": "index.js", "scripts": { diff --git a/bin/version.sh b/bin/version.sh index dd50de69..01afc2a9 100755 --- a/bin/version.sh +++ b/bin/version.sh @@ -10,6 +10,7 @@ echo "Setting version to $VERSION" echo $VERSION | tr -d '\n' > VERSION cd $MNML_PATH/server && sed -i "/^version/c\version = \"$VERSION\"" Cargo.toml +cd $MNML_PATH/core && sed -i "/^version/c\version = \"$VERSION\"" Cargo.toml cd $MNML_PATH/ops && npm --allow-same-version --no-git-tag-version version "$VERSION" cd $MNML_PATH/client && npm --allow-same-version --no-git-tag-version version "$VERSION" cd $MNML_PATH/acp && npm --allow-same-version --no-git-tag-version version "$VERSION" diff --git a/client/assets/mnml.awards.svg b/client/assets/mnml.awards.svg new file mode 100644 index 00000000..d18f8dc7 --- /dev/null +++ b/client/assets/mnml.awards.svg @@ -0,0 +1,2684 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/client/assets/mnml.logo.text.svg b/client/assets/mnml.logo.text.svg new file mode 100644 index 00000000..578fac9b --- /dev/null +++ b/client/assets/mnml.logo.text.svg @@ -0,0 +1,2568 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + diff --git a/client/assets/styles/account.less b/client/assets/styles/account.less index c920c8dc..21ea145f 100644 --- a/client/assets/styles/account.less +++ b/client/assets/styles/account.less @@ -3,16 +3,25 @@ div { padding-right: 1em; + // display: flex; + // flex-flow: column; + line-height: 2em; + } + + h3 { + // text-transform: uppercase; + margin-bottom: 0.5em; } button { width: 100%; + height: 2.5em; display: block; } input { width: 100%; - height: 3em; + height: 2.5em; display: block; } diff --git a/client/assets/styles/colours.less b/client/assets/styles/colours.less index 16e972af..4d93f6fc 100644 --- a/client/assets/styles/colours.less +++ b/client/assets/styles/colours.less @@ -5,7 +5,7 @@ @white: #f5f5f5; // whitesmoke @purple: #9355b5; // 6lack - that far cover @yellow: #ffa100; -@silver: #c0c0c0; +@silver: #2c2c2c; @black: black; @gray: #222; diff --git a/client/assets/styles/instance.less b/client/assets/styles/instance.less index 52ad8fea..86e97a9f 100644 --- a/client/assets/styles/instance.less +++ b/client/assets/styles/instance.less @@ -54,11 +54,7 @@ button { &.highlight { - color: black; background: @silver; - // border: 1px solid @white; (this bangs around the vbox) - - // overwrite the classes on white svg elements svg { stroke-width: 0.75em; } diff --git a/client/assets/styles/menu.less b/client/assets/styles/menu.less index e197781e..670a86be 100644 --- a/client/assets/styles/menu.less +++ b/client/assets/styles/menu.less @@ -75,25 +75,11 @@ flex: 1; border-top: 0; border: 0.1em solid #222; - &:not(:last-child) { - border-right: 0; - } - &:last-child { float: right; } } } - - .login { - display: flex; - flex-flow: column; - - .terms { - display: inline; - margin: 0 1em; - } - } } section { @@ -108,62 +94,14 @@ section { padding-right: 1em; } - .list { - letter-spacing: 0.25em; - text-transform: uppercase; - display: grid; - // grid-template-columns: repeat(4, 1fr); - grid-template-columns: 1fr 1fr; - grid-gap: 1em; - flex-flow: row wrap; - align-items: flex-end; - button { - border-radius: 0.25em; - // height: 3em; - } - - &.sub { - grid-template-columns: 1fr; - } - - &.play { - grid-template-columns: repeat(2, 1fr); - align-items: flex-start; - - &.rejoin { - grid-template-columns: 1fr; - } - - button.ready:enabled { - color: forestgreen; - border-color: forestgreen; - - &:hover { - background: forestgreen; - color: black; - border-color: forestgreen; - } - } - - // // all green - // button.ready:enabled { - // background: forestgreen; - // color: black; - // border-color: forestgreen; - - // &:hover { - // color: forestgreen; - // border-color: forestgreen; - // background: 0; - // } - // } - } - } - .panes { display: grid; grid-template-columns: repeat(2, 1fr); } +} + +.list { + margin-bottom: 2em; figure { letter-spacing: 0.25em; @@ -172,61 +110,92 @@ section { display: flex; flex-flow: column; } + + letter-spacing: 0.25em; + text-transform: uppercase; + display: grid; + // grid-template-columns: repeat(4, 1fr); + grid-template-columns: 1fr 1fr; + grid-gap: 1em; + flex-flow: row wrap; + align-items: flex-end; + + &.sub { + grid-template-columns: 1fr; + } + + &.play { + grid-template-columns: repeat(2, 1fr); + align-items: flex-start; + + &.rejoin { + grid-template-columns: 1fr; + } + + button.ready:enabled { + color: forestgreen; + border-color: forestgreen; + + &:hover { + background: forestgreen; + color: black; + border-color: forestgreen; + } + } + + // // all green + // button.ready:enabled { + // background: forestgreen; + // color: black; + // border-color: forestgreen; + + // &:hover { + // color: forestgreen; + // border-color: forestgreen; + // background: 0; + // } + // } + } } -.demo { - margin-top: 1em; - display: block; +.login { + display: flex; + flex-flow: column; + + .terms { + display: inline; + margin: 0 1em; + } button { - pointer-events: none; + padding: 0 0.5em; + margin-top: 1em; + } +} + +.options { + grid-area: hdr; + + display: flex; + + .logo { + flex: 0 1 10%; + margin-right: 1em; + border: none; } - section { - margin-bottom: 0.5em; - - div:first-child { - padding-right: 1em; - } - } - - .construct-section { - .construct-list { - height: 25em; - grid-area: unset; - - .instance-construct { - // border: 0; - } - } - } - - .colour-info { - grid-area: vinfo; - display: flex; - align-items: center; - - div { - display: flex; - } - - svg { - flex: 1; - height: 1em; - } - } - - .game-demo { - .game { - height: 25em; - display: flex; - flex-flow: column; - - .game-construct { - flex: 1; - } + button { + flex: 1; + border-top: 0; + border: 0.1em solid #222; + &:last-child { + float: right; } } } +.intro { + text-align: center; + font-size: 0.8em; +} diff --git a/client/assets/styles/styles.less b/client/assets/styles/styles.less index b22ee13d..aa852df9 100644 --- a/client/assets/styles/styles.less +++ b/client/assets/styles/styles.less @@ -27,23 +27,6 @@ html body { overflow-y: hidden; } -#mnml { - /* this is the sweet nectar to keep it full page*/ - height: 100vh; - max-height: 100vh; - min-height: 100vh; - - /* stops inspector going skitz*/ - overflow-x: hidden; - // overflow-y: hidden; -} - -// @media (min-width: 1921px) { -// html, body, #mnml { -// font-size: 16pt; -// } -// } - html { box-sizing: border-box; margin: 0; @@ -108,11 +91,37 @@ dl { padding: 0.5em 1em; + /* this is the sweet nectar to keep it full page*/ + height: 100vh; + max-height: 100vh; + min-height: 100vh; + + /* stops inspector going skitz*/ + overflow-x: hidden; + // overflow-y: hidden; + + &.animations-test { aside button { font-size: 50%; } } + + &.front-page { + display: block; + + main { + padding: 0 25%; + } + + .logo { + margin: 2em 0; + } + + .list { + margin-bottom: 0; + } + } } main { @@ -129,7 +138,7 @@ button, input { box-sizing: border-box; font-size: 1em; flex: 1; - border-radius: 0.5em; + border-radius: 0; line-height: 2em; padding-right: 0.1em; padding-left: 0.1em; @@ -150,9 +159,12 @@ button, input { &:focus { /*colour necesary to bash skellington*/ - outline: 0; } + + // &:active { + // filter: url("#noiseFilter"); + // } } a { @@ -261,28 +273,12 @@ figure.gray { display: none; } -header { - .options { - font-size: 200%; - } - - button { - height: 2em; - // border-radius: 0.1em; - border: none; - border-radius: 0; - } -} - .options { button { &.highlight { color: @white; box-shadow: inset 0px 5px 0px 0px @white; - border: 0; } - - border: none; } } @@ -300,11 +296,20 @@ li { } .logo { - height: 2em; - background-image: url("../../assets/mnml.logo.trim.svg"); + height: 4em; + filter: url("#noiseFilter"); + background-image: url("../../assets/mnml.logo.text.svg"); background-size: contain; background-repeat: no-repeat; - background-position: left; + background-position: center; +} + +.awards { + height: 100%; + background-image: url("../../assets/mnml.awards.svg"); + background-size: contain; + background-repeat: no-repeat; + background-position: center; } .discord-btn { @@ -316,8 +321,13 @@ li { .mnni { background-image: url("./../mnni.svg"); + filter: url("#noiseFilter"); } +// .highlight { +// filter: url("#noiseFilter"); +// } + .avatar { grid-area: avatar; object-fit: contain; @@ -328,6 +338,10 @@ li { // pointer-events: none; } +header { + // font-size: 1.2em; +} + #clipboard { width: 1px; height: 1px; @@ -359,4 +373,8 @@ li { } } +#noise { + height: 0; +} + @import 'styles.mobile.less'; diff --git a/client/assets/styles/styles.mobile.less b/client/assets/styles/styles.mobile.less index 27c8fa8a..e713faab 100644 --- a/client/assets/styles/styles.mobile.less +++ b/client/assets/styles/styles.mobile.less @@ -7,6 +7,12 @@ font-size: 8pt; padding: 0; + &.front-page { + main { + padding: 0 0.5em; + } + } + .instance { grid-template-areas: "vbox vbox" @@ -164,12 +170,21 @@ // portrait menu or small size vertical in landscape -@media (max-width: 550px) and (max-height: 800px) { +@media (max-width: 550px) and (max-height: 800px) and (orientation: portrait) { #mnml { grid-template-columns: 1fr; grid-template-rows: 1fr; grid-template-areas: - "main" + "main"; + + &.front-page { + display: block; + + main { + padding: 0 0.5em; + } + } + } section { @@ -264,6 +279,9 @@ } .info-combiner { + max-height: 7em; + overflow-y: scroll; + .info { display: none; } diff --git a/client/assets/styles/vbox.less b/client/assets/styles/vbox.less index aab8da8e..e217b100 100644 --- a/client/assets/styles/vbox.less +++ b/client/assets/styles/vbox.less @@ -147,16 +147,11 @@ } &.highlight { - color: black; background: @silver; // overwrite the classes on white svg elements svg { stroke-width: 0.75em; } - - .white { - stroke: black; - } } } diff --git a/client/changelog.html b/client/changelog.html index 6c4f1a03..dc2b3291 100644 --- a/client/changelog.html +++ b/client/changelog.html @@ -1,6 +1,4 @@ - - -CHANGELOG

+[1.10.1] - 2019-12-04

+

+Changed

+ +

+[1.10.0] - 2019-11-29

+

+Changed

+ +

[1.9.1] - 2019-11-21

Fixed

@@ -742,7 +758,7 @@ pre {

[1.9.0] - 2019-11-21

-Changed

+Changed