mnml/server/WORKLOG.md
2018-12-30 21:04:38 +11:00

1.8 KiB
Raw Blame History

Principles

  • Experience something
  • Express something
  • Prove something

WORK WORK

broken skills strangle

NOW

  • zones
    • differnt game types based on tag
    • open w/ item?

SOON

  • 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
  • cryp speed

    • modifies skill base speed
  • skills

    • private fields for opponents

LATER

  • redis for game events

  • chat

  • notifications

  • elo + leaderboards

  • Items

    • Colour scheme

Db maintenance

Art Styles

  • Aztec
  • youkai
  • Pixel
  • Industrial

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