mnml/server/WORKLOG.md
2019-02-25 15:28:19 +11:00

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# 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
randomise skill speed
round system for games
add cryps to player
find opponent or do pve
## SOON
* clean up categories
* why is the text fucked?
* iconography
* full svg buttons to not have to fuck around with text
* FAQ
* aoe skills
* combo 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
* skills
* private fields for opponents
* 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