mnml/WORKLOG.md

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# WORK WORK
## NOW
*PRODUCTION*
* border colours for skills e.g. strike red border, slay half red half green
* rename vbox to shop
* combat phase info system
* drag and drop buy / equip / unequip items
* mobile styles
* mobile info page
* fix info page for tablet layout
* can't reset password without knowing password =\
* Invert recharge
## SOON
* equip from shop (buy and equip without putting in your inventory) for bases
* bot game grind
* ACP
* essential
* serde serialize privatise
* msg pane / chatwheel
* audio
* treats
* susbcriber gold name in instance
* client animation bpm
* background colour changes depending on time of day
* rework vecs into sets
* remove names so games/instances are copy
*$$$*
* chatwheel
* eth adapter
* illusions
* vaporwave
* crop circles
* insects
* sacred geometry
* skulls / day of the dead
* Aztec
* youkai
* Industrial
*CLIENT*
theme toasts
reconnect based on time delta
consolidate game and instance
* return of the combat log (last few events with condensed descriptions)
- click in to scroll
* elo + leaderboards
* reflect event stages (for animations)
* mnml tv
## LATER
* constants
$$$
* Items
* Colour scheme
* targeting highlight colour
* number of constructs
* Highlight (dota) colour
* fx colours + styles
* modules
* troll life -> dmg
* prince of peace
* bonus healing / no damage
* fuck magic
* empower on ko
# Mechanics
* 10d chaos maths, not rock paper scissors
* phys is faster and chaotic
* spells are slow and reliable
* defensives are implicit
* red_life is restored, not gained
* players can feel aggressive
- build archtypes
fast blue
slow blue
red + aggro green
blue + defensive green
# Mechanic Ideas
players
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