mnml/WORKLOG.md
2019-07-16 14:05:54 +10:00

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Raw Blame History

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

  • purify

    • 1 effect from all constructs at level 2
    • removes all effects from all constructs at l3
  • invert

    • fx for buffs when applied to enemies
      • invert + haste -> doubles all cooldowns
  • heal

    • buff %

WORK WORK

NOW

OPS

$$$

  • rename costs 1cr

  • invader set

  • new construct costs 5cr

  • eth adapter

CLIENT

theme toasts

mobile info page

rework link absorb maybe

reconnect based on time delta

consolidate game and instance

do not allow vbox actions for finished instances cause of logging

SERVER

  • push events
  • test rust-ws w/ hyper upgrade
  • tx middleware

SOON

  • iconography

    • icons change with %
    • find new icons for colours / life
  • vbox drops chances

    • 50% spec, 25% colour etc
  • skills

    • private fields for opponents
  • matchmaking

    • elo
    • password on MM game to prevent direct joins
  • mnml tv

  • the real authentication endpoint hit /auth with un/pw or token invalidate previous token generate new token and return attach token to websocket ez

LATER

  • redis for game events

  • store instances / games in redis?

    • not sure hwo to get sets of player games
      • set joined_games_$account [game_id]
  • move player -> player

  • chat

  • notifications

  • elo + leaderboards

  • constants

  • change to ownership pattern

$
* Items
  * Colour scheme
    * targeting highlight colour
  * number of constructs
  * Highlight (dota) colour
  * fx colours + styles

# Db maintenance

# Art Styles
* illusions
* Aztec
* youkai
* Pixel
* Industrial

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

# 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