166 lines
4.0 KiB
Markdown
166 lines
4.0 KiB
Markdown
# WORK WORK
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## NOW
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_ntr_
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* can't reset password without knowing password =\
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* hard reload client on version change
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decay reflected not applied
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black out timer when game finished
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* audio
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* animation effects
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* vbox combine / buy / equip etc
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* background music
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_mashy_
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* combat text
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- last 3-4 text events (damage / heal / disable etc)
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* rebalance
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* speed specs
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* life specs
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* represent construct colours during game phase (try %bar or dots)
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_external_
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* Graphics
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* Img
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* Skill Icons
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* Buttons / General UI Theming
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* Front Page
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* Power / Speed / Life Icons - "Make use of piggybacking"
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- Power (e.g. lightning bolt)
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- Speed (e.g. boots)
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- Life (e.g. heart)
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_tba_
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* supporter gold name in instance (anyone whos put any money into game)
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* Give the bots some ai / make stronger so its a challenge for new people to beat
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- train a few games of with some round losses to get them into the game
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## SOON
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* Skill / Spec hybrids - SEE COMBOS.md
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* elo + leaderboards
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## LATER
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* Graphical status effects instead of text
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* buy from preview if you have the required bases in vbox / inventory
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- a "buy" becomes available under the current info / preview section
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- clicking the buy automatically purchases / combine items
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- could also be used to upgrade already equipped skills / specs
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- e.g. an equipped white power spec could be upgraded by clicking under preview
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* theme toasts
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* rework vecs into sets
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* constructs
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* effects
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* parent
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* children
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* remove names so games/instances are copy
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* consolidate game and instance
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* Energy generators / spenders
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- Current skills generate team wide red / blue / green energy
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- New special skill base consumes team energy to do "special" powerful moves
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- Working as cooldowns in reverse by building up to the skill rather than waiting
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* constants
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* return of the combat log (last few events with condensed descriptions)
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- button to switch context or overlay the combatlog
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* mnml tv
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## $$$
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* Items
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* instead of red noise, red and black bar gradient
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* eth adapter
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*sets*
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* illusions
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* vaporwave
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* crop circles
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* insects
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* sacred geometry
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* skulls / day of the dead
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* Aztec
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* youkai
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* Industrial
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* Colour scheme
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* targeting highlight colour
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* Highlight (dota) colour
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* fx colours + styles
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* treats
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* client animation bpm
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* background colour changes depending on time of day
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Hexagon Set
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- Pick Colour
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- Random Walk
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- Draw hex
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- Increase intensity for each visit
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# Mechanics
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* 10d chaos maths, not rock paper scissors
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* phys is faster and chaotic
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* spells are slow and reliable
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* defensives are implicit
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* red_life is restored, not gained
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* players can feel aggressive
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- build archtypes
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fast blue
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slow blue
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red + aggro green
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blue + defensive green
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# Mechanic Ideas
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players
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1v1 2v2 3v3
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gem td style attr combinations
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stoney + spikey = jagged
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plants
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animals
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viruses
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fungus
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artificial
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elementals
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techno artists for the soundtrack
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slimey
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ghostly
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# Principles
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* Experience something
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* Express something
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* Prove something
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* 1: Fighting against human nature is a losing game
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* 2: Aesthetics matter
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* 3: Resonance is important
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* 4: Make use of piggybacking
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* 5: Don't confuse "interesting" with "fun"
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* 6: Understand what emotion your game is trying to evoke
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* 7: Allow the players the skill to make the game personal
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* 8: The details are where the players fall in love with your game
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* 9: Allow your players to have a sense of ownership
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* 10: Leave room for the player to explore
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* 11: If everyone likes your game, but no one loves it, it will fail
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* 12: Don't design to prove you can do something
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* 13: Make the fun part also the correct strategy to win
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* 14: Don't be afraid to be blunt
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* 15: Design the component for its intended audience
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* 16: Be more afraid of boring your players than challenging them
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* 17: You don't have to change much to change everything
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* 18: Restrictions breed creativity
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* 19: Your audience is good at recognizing problems and bad at solving them
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* 20: All the lessons connect
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