137 lines
2.6 KiB
Markdown
137 lines
2.6 KiB
Markdown
# Key Mechanics
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* 10d chaos maths, not rock paper scissors
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* phys is faster and chaotic
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* spells are slow and reliable
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* defensives are implicit
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* red_life is restored, not gained
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* players can feel aggressive
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- build archtypes
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fast blue
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slow blue
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red + aggro green
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blue + defensive green
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# WORK WORK
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## NOW
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*CLIENT*
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* general
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* icons change with %
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* game
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* resolve animations + effects
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*SERVER*
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var / skill info rpc
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thresholds / bonuses
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sell cost
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etc
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change initial vbox to be more intuitive
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siphon might have a prob
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put ticks on stack at start of phase
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cryp vbox
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update defensives in skill.rs
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consolidate buffs debuffs and disables
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no more red/blue
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make strike *really* hit first / resolve at same time?
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## SOON
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* vbox drops chances
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* 50% spec, 25% colour etc
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* confirm cryp without skill ready
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* draw big warning !
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* iconography
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* combo skills
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* skills
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* private fields for opponents
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* flavour text
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* chat wheel trash talk
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* KO animations and trash talk
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## 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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* constants
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* change to ownership pattern
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$$$
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* Items
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* Colour scheme
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* number of cryps
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* Highlight (dota) colour
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* fx colours + styles
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# Db maintenance
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# Art Styles
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* illusions
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* Aztec
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* youkai
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* Pixel
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* Industrial
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# notables
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* prince of peace
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* bonus healing / no damage
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* fuck magic
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* empower on ko
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# Mechanic Ideas
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teams
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1v1 2v2 3v3
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gem td style attr combinations
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stoney + spikey = jagged
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plants
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animals
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viruses
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fungus
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artificial
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elementals
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techno artists for the soundtrack
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slimey
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ghostly
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# Principles
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* Experience something
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* Express something
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* Prove something
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* 1: Fighting against human nature is a losing game
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* 2: Aesthetics matter
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* 3: Resonance is important
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* 4: Make use of piggybacking
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* 5: Don't confuse "interesting" with "fun"
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* 6: Understand what emotion your game is trying to evoke
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* 7: Allow the players the skill to make the game personal
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* 8: The details are where the players fall in love with your game
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* 9: Allow your players to have a sense of ownership
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* 10: Leave room for the player to explore
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* 11: If everyone likes your game, but no one loves it, it will fail
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* 12: Don't design to prove you can do something
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* 13: Make the fun part also the correct strategy to win
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* 14: Don't be afraid to be blunt
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* 15: Design the component for its intended audience
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* 16: Be more afraid of boring your players than challenging them
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* 17: You don't have to change much to change everything
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* 18: Restrictions breed creativity
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* 19: Your audience is good at recognizing problems and bad at solving them
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* 20: All the lessons connect
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