mnml/WORKLOG.md
2019-11-05 10:00:40 +10:00

3.7 KiB
Raw Blame History

WORK WORK

NOW

PRODUCTION

  • can't reset password without knowing password =\

  • mobile

    • force to landscape view and try make everything fit OR
    • 2 pages vbox / equip
    • vbox page as current with equip button at bottom
    • equip page with inventory and all 3 construct avatars
    • click one of the avatars to expand out skill / spec slots
    • show the info pane at the bottom or as an overlay
  • mobile info page

  • Invert recharge

SOON

  • change cooldowns to delay & recharge

    • delay is cooldown before skill can first be used
    • recharge is cooldown after using skill
    • every x speed reduces delay of skills
  • combo rework

    • reduce number of items for creating t2/t3 items from 3 -> 2
    • add lost complexity by adding skill spec items
    • Created by combining a skill with corresponding spec e.g.
      • Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under)
        • Construct does Y% more damage with Strike
      • Strike + SpeedRR -> StrikeSpeed (strike has Y% more speed)
      • Strike + LifeRR -> StrikeLife (Strike recharges X% of damage as red life)
  • move item from one construct to another

  • ACP

    • essential
  • audio

    • treats
      • susbcriber gold name in instance
      • client animation bpm
      • background colour changes depending on time of day
  • rework vecs into sets

  • remove names so games/instances are copy

$$$

  • instead of red noise, red and black bar gradient
  • eth adapter
  • illusions
  • vaporwave
  • crop circles
  • insects
  • sacred geometry
  • skulls / day of the dead
  • Aztec
  • youkai
  • Industrial

CLIENT theme toasts

reconnect based on time delta consolidate game and instance

  • return of the combat log (last few events with condensed descriptions)

    • click in to scroll
  • elo + leaderboards

  • reflect event stages (for animations)

  • mnml tv

LATER

  • constants
  • bot game grind
$
* Items
  * Colour scheme
    * targeting highlight colour
  * number of constructs
  * Highlight (dota) colour
  * fx colours + styles

* modules
  * troll life -> dmg
  * prince of peace
    * bonus healing / no damage
  * fuck magic
  * empower on ko

# 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