mnml/server/WORKLOG.md
2018-10-19 21:05:43 +11:00

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* QOL
* auto login
* ws reconnect ✔
* Levelling ✔
* Global rolls
* Logins ✔️
* Cryp Ownership ✔
* Matchmaking
* Lobbies
* Create
* Join
* Resolve
* Stats
* Scrabble grid
* skills
* offensive -> choose target
* defensive
* Items
* rez ✔
* unselect item with esc + button
* Grid reroll
* Colour scheme
* Missions
* Bosses
* Cryp Generation
*
# Principles
* Experience something
* Express something
* Prove something
# Mechanic Ideas
teams
1v1 2v2 3v3
skill order defined by cryp/skill speed
counter -> dmg <-> heal
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 battle
* 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 ability 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