3.1 KiB
3.1 KiB
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
- fx for buffs when applied to enemies
-
heal
- buff %
WORK WORK
NOW
CLIENT
rework scatter hatred maybe
reconnect based on time delta
consolidate game and instance
do not allow vbox actions for finished instances cause of logging
SERVER
-
std game mode
- time control
-
eth adapter
- pay for rerolls
SOON
-
push events
-
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
-
flavour text
- chat wheel trash talk
- KO animations and trash talk
-
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]
- not sure hwo to get sets of player games
-
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