2.6 KiB
2.6 KiB
WORK WORK
NOW
PRODUCTION
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ACP
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essential
- serde serialize privatise
- mobile styles
- can't reset password without knowing password =\
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treats
- client animation bpm
- background colour changes depending on time of day
- susbcriber gold name in instance
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bot game grind
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msg pane
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audio
SOON
SERVER
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modules
- troll life -> dmg
- prince of peace
- bonus healing / no damage
- fuck magic
- empower on ko
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rework vecs into sets
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remove names so games/instances are copy
$$$
- chatwheel
- eth adapter
- illusions
- vaporwave
- crop circles
- insects
- sacred geometry
- skulls / day of the dead
- Aztec
- youkai
- Industrial
CLIENT fix info highlighting theme toasts mobile info page reconnect based on time delta consolidate game and instance
SERVER
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vbox drops chances
- 50% spec, 25% colour etc
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mnml tv
LATER
- elo + leaderboards
- constants
- change to ownership pattern
$
* Items
* Colour scheme
* targeting highlight colour
* number of constructs
* Highlight (dota) colour
* fx colours + styles
# 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