# WORK WORK ## NOW _ntr_ * can't reset password without knowing password =\ * hard reload client on version change decay reflected not applied black out timer when game finished * audio * animation effects * vbox combine / buy / equip etc * background music _mashy_ * combat text - last 3-4 text events (damage / heal / disable etc) * rebalance * speed specs * life specs * represent construct colours during game phase (try %bar or dots) _external_ * Graphics * Img * Skill Icons * Buttons / General UI Theming * Front Page * Power / Speed / Life Icons - "Make use of piggybacking" - Power (e.g. lightning bolt) - Speed (e.g. boots) - Life (e.g. heart) _tba_ * supporter gold name in instance (anyone whos put any money into game) * Give the bots some ai / make stronger so its a challenge for new people to beat - train a few games of with some round losses to get them into the game ## SOON * 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 * constructs * effects * parent * children * remove names so games/instances are copy * consolidate game and instance * Energy generators / spenders - Current skills generate team wide red / blue / green energy - New special skill base consumes team energy to do "special" powerful moves - Working as cooldowns in reverse by building up to the skill rather than waiting * constants * return of the combat log (last few events with condensed descriptions) - button to switch context or overlay the combatlog * mnml tv ## $$$ * Items * instead of red noise, red and black bar gradient * eth adapter *sets* * illusions * vaporwave * crop circles * insects * sacred geometry * skulls / day of the dead * Aztec * youkai * Industrial * Colour scheme * targeting highlight colour * Highlight (dota) colour * fx colours + styles * treats * client animation bpm * background colour changes depending on time of day Hexagon Set - Pick Colour - Random Walk - Draw hex - Increase intensity for each visit # 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 # 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