mnml/server/WORKLOG.md
2019-01-12 00:13:30 +11:00

3.6 KiB
Raw Blame History

Principles

  • Experience something
  • Express something
  • Prove something

Key Mechanics

  • 10d chaos maths, not rock paper scissors
  • phys is faster and chaotic
  • spells are slow and reliable
  • defensives are implicit
    • armour is restored, not gained
    • players can feel aggressive

ask sam

  • icons
    • skill type / damage type
    • skills themselves
    • passive nodes / notables

WORK WORK

broken skills strangle

NOW

  • armour and SS
    • rolls as a drop item
    • armour and SS the same
    • evasion is a % function of the value

SOON

  • clean up categories

  • why is the text fucked?

  • iconography

  • full svg buttons to not have to fuck around with text

  • FAQ

  • aoe skills

  • keep track of games joined

    • concede game on leave
      • ko all cryps on team, check status should correctly assign the winner and drop items
  • skills

    • private fields for opponents
  • flavour text

LATER

  • redis for game events

  • chat

  • notifications

  • elo + leaderboards

  • Items

    • Colour scheme

Db maintenance

Art Styles

  • Aztec
  • youkai
  • Pixel
  • Industrial

Mechanic Ideas

teams 1v1 2v2 3v3

gem td style attr combinations stoney + spikey = jagged

plants animals viruses fungus artificial elementals

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

Evasion: • Provides a X% chance to dodge direct hits • Exists a bar with e.g. 200 / 200 evasion rating • Your chance to dodge is reduced as your evasion rating is reduced 20% base dodge with e.g 150 / 200 rating will reduce your chance to dodge to 15%

• As you take damage your evasion rating decreases as a linear proportion of your HP bar (not armour or magic shield) E.g. with 700/900 hp your (200 / 200) evasion rating would be reduced to (7/9) * 200 = 155

Armor: • Defensive bonus against incoming physical damage • Provides a X% mitigation to reduce incoming physical damage before it is applied • Armor exists as an additional pseudo health bar • Armor is reduced to zero before damage is applied to cryp health • If damage taken is physical, armor is the first defensive bar to be reduced • A cryp has the X% mitigation while they have at least 1 armour

Magic Shield (same as armor basically) • Defensive bonus against incoming magic damage • Provides a X% mitigation to reduce incoming magic damage before it is applied • Magic shield exists as an additional pseudo health bar • Magic shield is reduced to zero before damage is applied to cryp health • If damage taken is magic, armor is the first defensive bar to be reduced • A cryp has the X% mitigation while they have at least 1 magic shield