mnml/server/WORKLOG.md
2018-10-12 12:34:47 +11:00

1.6 KiB
Executable File
Raw Blame History

  • Battling

    • QOL
      • auto login
      • ws reconnect ✔️
    • Levelling
    • KO cooldowns
    • Global rolls
    • Logins ✔️
      • Cryp Ownership ✔
    • Matchmaking
      • Lobbies
        • Create
        • Join
        • Resolve
    • Stats
      • Scrabble grid
    • Items
      • Grid reroll
      • Colour scheme
    • Missions
    • Bosses
  • Cryp Generation *

  • Blockchain Integration?

Mechanic Ideas

teams

physical, magic, pure dmg? elemental?

items give skills

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 battle
  • 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 ability 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