# 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 - purify - 1 effect from all constructs at level 2 - removes all effects from all constructs at l3 - invert - fx for buffs when applied to enemies - invert + haste -> doubles all cooldowns - heal - buff % # WORK WORK ## NOW *CLIENT* rework scatter hatred maybe reconnect based on time delta consolidate game and instance do not allow vbox actions for finished instances cause of logging *SERVER* * modify time controls to be optional * eth adapter * pay for rerolls ## SOON * push events * iconography * icons change with % * find new icons for colours / life * vbox drops chances * 50% spec, 25% colour etc * skills * private fields for opponents * matchmaking * elo * password on MM game to prevent direct joins * flavour text * chat wheel trash talk * KO animations and trash talk * the *real* authentication endpoint hit /auth with un/pw or token invalidate previous token generate new token and return attach token to websocket ez ## LATER * redis for game events * store instances / games in redis? * not sure hwo to get sets of player games * set joined_games_$account [game_id] * move player -> player * chat * notifications * elo + leaderboards * constants * change to ownership pattern $$$ * Items * Colour scheme * targeting highlight colour * number of constructs * Highlight (dota) colour * fx colours + styles # Db maintenance # Art Styles * illusions * Aztec * youkai * Pixel * Industrial # notables * prince of peace * bonus healing / no damage * fuck magic * empower on ko # 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