129 lines
2.7 KiB
Markdown
129 lines
2.7 KiB
Markdown
# WORK WORK
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## NOW
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*PRODUCTION*
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* serde serialize privatise
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* stripe prod
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* mobile styles
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* change score to enum
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* pct based translates for combat animation
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* account page
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* graphs n shit
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* acp init
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* DO postgres
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* make our own toasts / msg pane
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* only clear effects on post_resolve
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electrify doesn't work if you ko the construct
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## SOON
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*SERVER*
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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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* chatwheel
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* eth adapter
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* illusions
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* vaporwave
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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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*CLIENT*
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fix info highlighting
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theme toasts
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mobile info page
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reconnect based on time delta
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consolidate game and instance
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ah man
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the ready screen should totally be
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your constructs facing off against the other guy
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the chatwheel
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and a ready button
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*SERVER*
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* vbox drops chances
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* 50% spec, 25% colour etc
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* mnml tv
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## LATER
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* chat
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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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* targeting highlight colour
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* number of constructs
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* Highlight (dota) colour
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* fx colours + styles
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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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