mnml/server/WORKLOG.md
2019-02-22 16:15:49 +11:00

2.3 KiB
Raw Blame History

Key Mechanics

  • 10d chaos maths, not rock paper scissors
  • phys is faster and chaotic
  • spells are slow and reliable
  • defensives are implicit
    • red_shield is restored, not gained
    • players can feel aggressive

WORK WORK

NOW

cost system for items design / implement specs combo specs round system for games add cryps to player find opponent or do pve

SOON

  • clean up categories

  • why is the text fucked?

  • iconography

  • full svg buttons to not have to fuck around with text

  • FAQ

  • aoe skills

  • combo skills

  • keep track of games joined

    • concede game on leave
      • ko all cryps on team, check status should correctly assign the winner and drop items
  • skills

    • private fields for opponents
  • flavour text

    • chat wheel trash talk
    • KO animations and trash talk

LATER

  • redis for game events

  • chat

  • notifications

  • elo + leaderboards

  • Items

    • Colour scheme

Db maintenance

Art Styles

  • Aztec
  • youkai
  • Pixel
  • Industrial

notables

  • prince of peace
    • bonus healing / no damage
  • fuck magic
  • empower on ko

Mechanic Ideas

teams 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