4.0 KiB
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