2.3 KiB
2.3 KiB
Key Mechanics
- 10d chaos maths, not rock paper scissors
- phys is faster and chaotic
- spells are slow and reliable
- defensives are implicit
- red_shield is restored, not gained
- players can feel aggressive
WORK WORK
NOW
cost system for items design / implement specs combo specs round system for games add cryps to player find opponent or do pve
SOON
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clean up categories
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why is the text fucked?
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iconography
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full svg buttons to not have to fuck around with text
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FAQ
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aoe skills
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combo skills
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keep track of games joined
- concede game on leave
- ko all cryps on team, check status should correctly assign the winner and drop items
- concede game on leave
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skills
- private fields for opponents
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flavour text
- chat wheel trash talk
- KO animations and trash talk
LATER
- redis for game events
- chat
- notifications
- elo + leaderboards
$
* Items
* Colour scheme
* Highlight (dota) colour
* fx colours + styles
# Db maintenance
# Art Styles
* Aztec
* youkai
* Pixel
* Industrial
# notables
* prince of peace
* bonus healing / no damage
* fuck magic
* empower on ko
# 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
# 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