mnml/server/WORKLOG.md
2018-11-21 16:32:39 +11:00

2.6 KiB
Executable File
Raw Blame History

Principles

  • Experience something
  • Express something
  • Prove something

WORK WORK

  • unwrap account for all functions except list

  • handle unserializable cryps

  • Global rolls

  • Stats

    • Scrabble grid
  • skills

    • handle setting account better maybe?
    • ensure cryp untargetable and doesn't resolve when KO
    • calculate
      • hp increase/decrease
    • private fields for opponents
    • attack
    • can you attack yourself?
    • fetch existing battles
    • check for game participation
    • write players row for every team+cryp added
    • return results<>
    • defensive
  • Cryp Generation *

  • Items

    • unselect item with esc + button
    • Grid reroll
    • Colour scheme
  • Missions

  • Bosses

    • rez ✔
  • move rpc functions out ✔

  • cooldowns reduce each turn ✔

  • statuses reduce each turn ✔

  • teach cyps skills ✔

  • spell/phys dmg ✔

  • offensive -> choose target ✔

  • ws reconnect ✔

  • Levelling ✔

  • Logins ✔️

    • Cryp Ownership ✔
  • Matchmaking ✔

    • Lobbies ✔
      • Create ✔
      • Join ✔
      • Resolve ✔

Db maintenance

  • delete games when a cryp is deleted

    • does this need to happen? can have historical games
  • run nginx as not root

Art Styles

  • Aztec
  • youkai
  • Pixel
  • Industrial

Mechanic Ideas

teams 1v1 2v2 3v3

skill order defined by cryp/skill speed

counter -> dmg <-> heal

immune to status effects

physical, magic, pure dmg? elemental?

items give skills

gem td style attr combinations stoney + spikey = jagged

plants animals viruses fungus artificial elementals

first strike

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