3.4 KiB
Principles
- Experience something
- Express something
- Prove something
Key Mechanics
- 10d chaos maths, not rock paper scissors
- phys is faster and chaotic
- spells are slow and reliable
WORK WORK
broken skills strangle
NOW
- armour and SS
- rolls as a drop item
- armour and SS the same
- evasion is a % function of the value
SOON
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clean up categories
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why is the text fucked?
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iconography
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full svg buttons to not have to fuck around with text
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FAQ
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aoe skills
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keep track of games joined
- concede game on leave
- ko all cryps on team, check status should correctly assign the winner and drop items
- concede game on leave
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skills
- private fields for opponents
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flavour text
LATER
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redis for game events
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chat
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notifications
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elo + leaderboards
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Items
- Colour scheme
Db maintenance
Art Styles
- Aztec
- youkai
- Pixel
- Industrial
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
- 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
Evasion: • Provides a X% chance to dodge direct hits • Exists a bar with e.g. 200 / 200 evasion rating • Your chance to dodge is reduced as your evasion rating is reduced 20% base dodge with e.g 150 / 200 rating will reduce your chance to dodge to 15%
• As you take damage your evasion rating decreases as a linear proportion of your HP bar (not armour or magic shield) E.g. with 700/900 hp your (200 / 200) evasion rating would be reduced to (7/9) * 200 = 155
Armor: • Defensive bonus against incoming physical damage • Provides a X% mitigation to reduce incoming physical damage before it is applied • Armor exists as an additional pseudo health bar • Armor is reduced to zero before damage is applied to cryp health • If damage taken is physical, armor is the first defensive bar to be reduced • A cryp has the X% mitigation while they have at least 1 armour
Magic Shield (same as armor basically) • Defensive bonus against incoming magic damage • Provides a X% mitigation to reduce incoming magic damage before it is applied • Magic shield exists as an additional pseudo health bar • Magic shield is reduced to zero before damage is applied to cryp health • If damage taken is magic, armor is the first defensive bar to be reduced • A cryp has the X% mitigation while they have at least 1 magic shield