mnml/server/WORKLOG.md
2019-02-25 14:06:41 +11:00

2.3 KiB
Raw Blame History

Key Mechanics

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

WORK WORK

NOW

cost system for items design / implement specs combo specs round system for games add cryps to player find opponent or do pve

SOON

  • clean up categories

  • why is the text fucked?

  • iconography

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

  • FAQ

  • aoe skills

  • combo 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

    • chat wheel trash talk
    • KO animations and trash talk

LATER

  • redis for game events
  • chat
  • notifications
  • elo + leaderboards
$
* Items
  * Colour scheme
  * Highlight (dota) colour
  * fx colours + styles

# Db maintenance

# Art Styles
* Aztec
* youkai
* Pixel
* Industrial

# notables
* prince of peace
  * bonus healing / no damage
* fuck magic
* empower on ko

# 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

# Principles
* Experience something
* Express something
* Prove something

* 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