# WORK WORK ## NOW (Before PAX) *PRODUCTION* * mobile styles * mobile info page * Add TOS and accept to register page * can't reset password without knowing password =\ ## SOON (Before or After PAX) * bot game grind * ACP * essential * serde serialize privatise * msg pane / chatwheel * audio * treats * susbcriber gold name in instance * client animation bpm * background colour changes depending on time of day * rework vecs into sets * remove names so games/instances are copy *$$$* * chatwheel * eth adapter * illusions * vaporwave * crop circles * insects * sacred geometry * skulls / day of the dead * Aztec * youkai * Industrial *CLIENT* theme toasts reconnect based on time delta consolidate game and instance * return of the combat log (last few events with condensed descriptions) - click in to scroll * elo + leaderboards * reflect event stages (for animations) * mnml tv ## LATER * constants $$$ * Items * Colour scheme * targeting highlight colour * number of constructs * Highlight (dota) colour * fx colours + styles * modules * troll life -> dmg * prince of peace * bonus healing / no damage * fuck magic * empower on ko # 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