165 lines
4.3 KiB
Markdown
165 lines
4.3 KiB
Markdown
# WORK WORK
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## NOW
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*PRODUCTION*
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* can't reset password without knowing password =\
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* ws gzip encoding
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* concede round
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* look into ruin event bug
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* Graphics
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* Img
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* Skill Icons
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* Buttons / General UI Theming
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* Front Page
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* Power / Speed / Life Icons - "Make use of piggybacking"
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- Power (e.g. lightning bolt)
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- Speed (e.g. boots)
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- Life (e.g. heart)
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* represent construct colours during game phase (coloured border?)
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## SOON
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* supporter gold name in instance (anyone whos put any money into game)
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* buy from preview if you have the required bases in vbox / inventory
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- a "buy" becomes available under the current info / preview section
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- clicking the buy automatically purchases / combine items
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- could also be used to upgrade already equipped skills / specs
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- e.g. an equipped white power spec could be upgraded by clicking under preview
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- if this was added we could reduce inventory size to 3 and rearrange vbox (see mockup img)
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* change cooldowns to delay & recharge
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- delay is cooldown before skill can first be used
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- recharge is cooldown after using skill
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- every x speed reduces delay of skills
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* audio
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* elo + leaderboards
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* reconnect based on time delta
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* ACP
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* essential
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## LATER
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* Graphical status effects instead of text
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* theme toasts
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* rework vecs into sets
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* remove names so games/instances are copy
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* consolidate game and instance
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* combo rework
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- reduce number of items for creating t2/t3 items from 3 -> 2
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- add lost complexity by adding skill spec items
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- Created by combining a skill with corresponding spec
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e.g.
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- Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under)
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- Construct does Y% more damage with Strike
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- Strike + SpeedRR -> StrikeSpeed (strike has Y% more speed)
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- Strike + LifeRR -> StrikeLife (Strike recharges X% of damage as red life)
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* Energy generators / spenders
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- Current skills generate team wide red / blue / green energy
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- New special skill base consumes team energy to do "special" powerful moves
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- Working as cooldowns in reverse by building up to the skill rather than waiting
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* constants
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* (maybe) return of the combat log (last few events with condensed descriptions)
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- click in to scroll
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* mnml tv
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* modules
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* troll life -> dmg
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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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## $$$
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* Items
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* instead of red noise, red and black bar gradient
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* eth adapter
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*sets*
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* illusions
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* vaporwave
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* crop circles
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* insects
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* sacred geometry
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* skulls / day of the dead
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* Aztec
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* youkai
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* Industrial
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* Colour scheme
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* targeting highlight colour
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* Highlight (dota) colour
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* fx colours + styles
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* treats
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* client animation bpm
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* background colour changes depending on time of day
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# 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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# Mechanic Ideas
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players
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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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