1.8 KiB
1.8 KiB
Principles
- Experience something
- Express something
- Prove something
WORK WORK
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handle unserializable cryps
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Global rolls
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notifications
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cryp speed
- modifies skill base speed
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rejoin in progress games
- lock account to 1 open game at a time
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skills
- handle setting account better maybe?
- calculate
- hp increase/decrease
- private fields for opponents
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Cryp Generation
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Items
- pve granted stat reroll items
- Colour scheme
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Missions
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Bosses
Db maintenance
Art Styles
- Aztec
- youkai
- Pixel
- Industrial
Mechanic Ideas
teams 1v1 2v2 3v3
skill order defined by cryp/skill speed
counter -> dmg <-> heal
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