# Principles * Experience something * Express something * Prove something # Key Mechanics * 10d chaos maths, not rock paper scissors * phys is faster and chaotic * spells are slow and reliable * defensives are implicit * armour is restored, not gained * players can feel aggressive # ask sam * icons * skill type / damage type * skills themselves * passive nodes / notables # WORK WORK broken skills strangle ## NOW * armour and SS * rolls as a drop item * armour and SS the same * evasion is a % function of the value ## SOON * clean up categories * why is the text fucked? * iconography * full svg buttons to not have to fuck around with text * FAQ * aoe skills * keep track of games joined * concede game on leave * ko all cryps on team, check status should correctly assign the winner and drop items * skills * private fields for opponents * flavour text ## LATER * redis for game events * chat * notifications * elo + leaderboards * Items * Colour scheme # Db maintenance # Art Styles * Aztec * youkai * Pixel * Industrial # Mechanic Ideas teams 1v1 2v2 3v3 gem td style attr combinations stoney + spikey = jagged plants animals viruses fungus artificial elementals techno artists for the soundtrack 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