143 lines
3.7 KiB
Markdown
143 lines
3.7 KiB
Markdown
# Principles
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* Experience something
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* Express something
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* Prove something
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# Key Mechanics
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* 10d chaos maths, not rock paper scissors
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* phys is faster and chaotic
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* spells are slow and reliable
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* defensives are implicit
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* armour is restored, not gained
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* players can feel aggressive
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# ask sam
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* main screen layout
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* ping icon
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*
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* combat screen layout
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* health bars
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* statuses
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* icons
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* skill type / damage type
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* skills themselves
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* passive nodes / notables
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# WORK WORK
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broken skills
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strangle
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## NOW
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* check zone completion
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## SOON
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* clean up categories
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* why is the text fucked?
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* iconography
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* full svg buttons to not have to fuck around with text
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* FAQ
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* aoe skills
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* keep track of games joined
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* concede game on leave
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* ko all cryps on team, check status
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should correctly assign the winner and drop items
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* skills
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* private fields for opponents
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* flavour text
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## LATER
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* redis for game events
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* chat
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* notifications
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* elo + leaderboards
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* Items
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* Colour scheme
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# Db maintenance
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# Art Styles
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* Aztec
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* youkai
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* Pixel
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* Industrial
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# notables
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* prince of peace
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* bonus healing / no damage
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* fuck magic
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# Mechanic Ideas
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teams
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1v1 2v2 3v3
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gem td style attr combinations
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stoney + spikey = jagged
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plants
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animals
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viruses
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fungus
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artificial
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elementals
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techno artists for the soundtrack
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slimey
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ghostly
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* 1: Fighting against human nature is a losing game
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* 2: Aesthetics matter
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* 3: Resonance is important
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* 4: Make use of piggybacking
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* 5: Don't confuse "interesting" with "fun"
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* 6: Understand what emotion your game is trying to evoke
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* 7: Allow the players the skill to make the game personal
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* 8: The details are where the players fall in love with your game
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* 9: Allow your players to have a sense of ownership
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* 10: Leave room for the player to explore
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* 11: If everyone likes your game, but no one loves it, it will fail
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* 12: Don't design to prove you can do something
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* 13: Make the fun part also the correct strategy to win
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* 14: Don't be afraid to be blunt
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* 15: Design the component for its intended audience
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* 16: Be more afraid of boring your players than challenging them
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* 17: You don't have to change much to change everything
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* 18: Restrictions breed creativity
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* 19: Your audience is good at recognizing problems and bad at solving them
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* 20: All the lessons connect
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Evasion:
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• Provides a X% chance to dodge direct hits
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• Exists a bar with e.g. 200 / 200 evasion rating
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• Your chance to dodge is reduced as your evasion rating is reduced
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20% base dodge with e.g 150 / 200 rating will reduce your chance to dodge to 15%
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• As you take damage your evasion rating decreases as a linear proportion of your HP bar
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(not armour or magic shield)
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E.g. with 700/900 hp your (200 / 200) evasion rating would be reduced to
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(7/9) * 200 = 155
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Armor:
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• Defensive bonus against incoming physical damage
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• Provides a X% mitigation to reduce incoming physical damage before it is applied
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• Armor exists as an additional pseudo health bar
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• Armor is reduced to zero before damage is applied to cryp health
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• If damage taken is physical, armor is the first defensive bar to be reduced
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• A cryp has the X% mitigation while they have at least 1 armour
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Magic Shield (same as armor basically)
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• Defensive bonus against incoming magic damage
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• Provides a X% mitigation to reduce incoming magic damage before it is applied
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• Magic shield exists as an additional pseudo health bar
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• Magic shield is reduced to zero before damage is applied to cryp health
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• If damage taken is magic, armor is the first defensive bar to be reduced
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• A cryp has the X% mitigation while they have at least 1 magic shield |