116 lines
2.3 KiB
Markdown
116 lines
2.3 KiB
Markdown
# 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
|
||
|
||
combo specs
|
||
|
||
standardise cryps
|
||
randomise skill speed
|
||
|
||
generate svgs
|
||
|
||
scoreboard
|
||
|
||
constants
|
||
|
||
round system for games
|
||
level bots every round
|
||
buy out vbox
|
||
find any combos
|
||
apply to random cryp
|
||
|
||
## 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
|
||
|
||
* 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
|
||
* Highlight (dota) colour
|
||
* fx colours + styles
|
||
|
||
# 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
|