3.3 KiB
WORK WORK
NOW
PRODUCTION
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can't reset password without knowing password =\
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ws gzip encoding
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mobile info page
SOON
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supporter gold name in instance (anyone whos put any money into game)
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change cooldowns to delay & recharge
- delay is cooldown before skill can first be used
- recharge is cooldown after using skill
- 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
- essential
LATER
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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
- reduce number of items for creating t2/t3 items from 3 -> 2
- add lost complexity by adding skill spec items
- Created by combining a skill with corresponding spec
e.g.
- Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under)
- Construct does Y% more damage with Strike
- Strike + SpeedRR -> StrikeSpeed (strike has Y% more speed)
- Strike + LifeRR -> StrikeLife (Strike recharges X% of damage as red life)
- Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under)
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constants
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(maybe) return of the combat log (last few events with condensed descriptions)
- click in to scroll
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mnml tv
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modules
- troll life -> dmg
- prince of peace
- bonus healing / no damage
- fuck magic
- empower on ko
$$$
- Items
- instead of red noise, red and black bar gradient
- eth adapter
sets
- illusions
- vaporwave
- crop circles
- insects
- sacred geometry
- skulls / day of the dead
- Aztec
- youkai
- Industrial
- Colour scheme
- targeting highlight colour
- Highlight (dota) colour
- fx colours + styles
- treats
- client animation bpm
- background colour changes depending on time of day
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
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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