3.2 KiB
Key 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
WORK WORK
NOW
WARDEN
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games check updated timestamps once a second? add a timestamp to each team after 30s issue warning (client) after 1m automove increment warnings after 3 warnings forfeit
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instances add timestamp to each player after 60s force ready
CLIENT
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general
- icons change with %
- find new icons for colours / life
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game
SERVER authentication endpoint hit /auth with un/pw or token invalidate previous token generate new token and return attach token to websocket ez Base Items - Buff / Debuff / Stun should be equippable / usable skills
var / skill info rpc thresholds / bonuses sell cost etc
put ticks on stack at start of phase
push events
make strike really hit first / resolve at same time?
SOON
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Add missing combo - (Red + Blue + Attack) - Duplicated ???
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Client side confirmation that you've made all decisions
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vbox drops chances
- 50% spec, 25% colour etc
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confirm cryp without skill ready
- draw big warning !
- confirm all (turn timeouts) 10 - 15 seconds
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iconography
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combo skills
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skills
- private fields for opponents
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flavour text
- chat wheel trash talk
- KO animations and trash talk
LATER
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redis for game events
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store instances / games in redis?
- not sure hwo to get sets of player games
- set joined_games_$account [game_id]
- not sure hwo to get sets of player games
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chat
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notifications
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elo + leaderboards
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constants
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change to ownership pattern
$
* Items
* Colour scheme
* number of cryps
* Highlight (dota) colour
* fx colours + styles
# Db maintenance
# Art Styles
* illusions
* 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