mnml/server/WORKLOG.md
2018-11-15 15:25:36 +11:00

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Raw Blame History

Principles

  • Experience something
  • Express something
  • Prove something

WORK WORK

  • move rpc functions out

    • unwrap account for all functions except list
  • handle unserializable cryps

  • Global rolls

  • Stats

    • Scrabble grid
  • skills

    • offensive -> choose target ✔

      • ensure cryp untargetable and doesn't resolve when KO
      • calculate
        • hp increase/decrease
        • spell/phys dmg
      • private fields for opponents
      • cooldowns reduce each turn ✔
      • statuses reduce each turn
      • teach cyps skills ✔
      • can you attack yourself?
      • fetch existing battles
      • check for game participation
      • write players row for every team+cryp added
      • return results<>
    • defensive

  • Items

    • rez ✔
    • unselect item with esc + button
    • Grid reroll
    • Colour scheme
  • Missions

  • Bosses

  • Cryp Generation *

  • ws reconnect ✔

  • Levelling ✔

  • Logins ✔️

    • Cryp Ownership ✔
  • Matchmaking ✔

    • Lobbies ✔
      • Create ✔
      • Join ✔
      • Resolve ✔

Db maintenance

  • delete games when a cryp is deleted

    • does this need to happen? can have historical games
  • run nginx as not root

Art Styles

  • Aztec
  • Pixel
  • Industrial

Mechanic Ideas

teams 1v1 2v2 3v3

skill order defined by cryp/skill speed

counter -> dmg <-> heal

immune to status effects

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 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