mnml/server/WORKLOG.md
2018-11-15 15:25:36 +11:00

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# Principles
* Experience something
* Express something
* Prove something
# WORK WORK
* move rpc functions out
* unwrap account for all functions except list
* handle unserializable cryps
* Global rolls
* Stats
* Scrabble grid
* skills
* offensive -> choose target ✔
* ensure cryp untargetable and doesn't resolve when KO
* calculate
* hp increase/decrease
* spell/phys dmg
* private fields for opponents
* cooldowns reduce each turn ✔
* statuses reduce each turn
* teach cyps skills ✔
* can you attack yourself?
* fetch existing battles
* check for game participation
* write players row for every team+cryp added
* return results<>
* defensive
* Items
* rez ✔
* unselect item with esc + button
* Grid reroll
* Colour scheme
* Missions
* Bosses
* Cryp Generation
*
* ws reconnect ✔
* Levelling ✔
* Logins ✔️
* Cryp Ownership ✔
* Matchmaking ✔
* Lobbies ✔
* Create ✔
* Join ✔
* Resolve ✔
# Db maintenance
* delete games when a cryp is deleted
* does this need to happen? can have historical games
* run nginx as not root
# Art Styles
* Aztec
* Pixel
* Industrial
# Mechanic Ideas
teams
1v1 2v2 3v3
skill order defined by cryp/skill speed
counter -> dmg <-> heal
immune to status effects
physical, magic, pure dmg?
elemental?
items give skills
gem td style attr combinations
stoney + spikey = jagged
plants
animals
viruses
fungus
artificial
elementals
first strike
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