mnml/WORKLOG.md
2020-01-28 22:49:49 +10:00

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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