mnml/WORKLOG.md

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Raw Blame History

WORK WORK

NOW (Before PAX)

PRODUCTION

  • mobile styles

  • mobile info page

  • fix info page for tablet layout

  • Add TOS and accept to register page

  • can't reset password without knowing password =\

SOON (Before or After PAX)

  • 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

  • elo + leaderboards

  • 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