mnml/server/WORKLOG.md
2019-01-14 19:08:14 +11:00

143 lines
3.7 KiB
Markdown
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Principles
* Experience something
* Express something
* Prove something
# Key Mechanics
* 10d chaos maths, not rock paper scissors
* phys is faster and chaotic
* spells are slow and reliable
* defensives are implicit
* armour is restored, not gained
* players can feel aggressive
# ask sam
* main screen layout
* ping icon
*
* combat screen layout
* health bars
* statuses
* icons
* skill type / damage type
* skills themselves
* passive nodes / notables
# WORK WORK
broken skills
strangle
## NOW
* check zone completion
## SOON
* clean up categories
* why is the text fucked?
* iconography
* full svg buttons to not have to fuck around with text
* FAQ
* aoe 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
## LATER
* redis for game events
* chat
* notifications
* elo + leaderboards
* Items
* Colour scheme
# Db maintenance
# Art Styles
* Aztec
* youkai
* Pixel
* Industrial
# notables
* prince of peace
* bonus healing / no damage
* fuck magic
# 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
* 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
Evasion:
• Provides a X% chance to dodge direct hits
• Exists a bar with e.g. 200 / 200 evasion rating
• Your chance to dodge is reduced as your evasion rating is reduced
20% base dodge with e.g 150 / 200 rating will reduce your chance to dodge to 15%
• As you take damage your evasion rating decreases as a linear proportion of your HP bar
(not armour or magic shield)
E.g. with 700/900 hp your (200 / 200) evasion rating would be reduced to
(7/9) * 200 = 155
Armor:
• Defensive bonus against incoming physical damage
• Provides a X% mitigation to reduce incoming physical damage before it is applied
• Armor exists as an additional pseudo health bar
• Armor is reduced to zero before damage is applied to cryp health
• If damage taken is physical, armor is the first defensive bar to be reduced
• A cryp has the X% mitigation while they have at least 1 armour
Magic Shield (same as armor basically)
• Defensive bonus against incoming magic damage
• Provides a X% mitigation to reduce incoming magic damage before it is applied
• Magic shield exists as an additional pseudo health bar
• Magic shield is reduced to zero before damage is applied to cryp health
• If damage taken is magic, armor is the first defensive bar to be reduced
• A cryp has the X% mitigation while they have at least 1 magic shield