# WORK WORK ## NOW *PRODUCTION* * serde serialize privatise * stripe prod * mobile styles * change score to enum * pct based translates for combat animation * account page * graphs n shit * acp init * DO postgres * only clear effects on post_resolve electrify doesn't work if you ko the construct ## SOON *SERVER* * modules * troll life -> dmg * prince of peace * bonus healing / no damage * fuck magic * empower on ko *$$$* * chatwheel * eth adapter * illusions * vaporwave * sacred geometry * skulls / day of the dead * Aztec * youkai * Industrial *CLIENT* fix info highlighting theme toasts mobile info page reconnect based on time delta consolidate game and instance ah man the ready screen should totally be your constructs facing off against the other guy the chatwheel and a ready button *SERVER* * vbox drops chances * 50% spec, 25% colour etc * mnml tv ## LATER * chat * elo + leaderboards * constants * change to ownership pattern $$$ * Items * Colour scheme * targeting highlight colour * number of constructs * Highlight (dota) colour * fx colours + styles # 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