90 lines
1.8 KiB
Markdown
90 lines
1.8 KiB
Markdown
# Principles
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* Experience something
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* Express something
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* Prove something
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# WORK WORK
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* handle unserializable cryps
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* Global rolls
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* skills
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* handle setting account better maybe?
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* calculate
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* hp increase/decrease
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* private fields for opponents
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* write players row for every team+cryp added
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* return results<>
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* defensive
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* Cryp Generation
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*
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* Items
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* Colour scheme
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* Missions
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* Bosses
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# Db maintenance
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* delete games when a cryp is deleted
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* does this need to happen? can have historical games
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# Art Styles
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* Aztec
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* youkai
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* Pixel
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* Industrial
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# Mechanic Ideas
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teams
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1v1 2v2 3v3
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skill order defined by cryp/skill speed
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counter -> dmg <-> heal
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gem td style attr combinations
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stoney + spikey = jagged
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plants
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animals
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viruses
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fungus
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artificial
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elementals
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first strike
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techno artists for the soundtrack
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slimey
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ghostly
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* 1: Fighting against human nature is a losing game
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* 2: Aesthetics matter
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* 3: Resonance is important
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* 4: Make use of piggybacking
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* 5: Don't confuse "interesting" with "fun"
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* 6: Understand what emotion your game is trying to evoke
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* 7: Allow the players the skill to make the game personal
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* 8: The details are where the players fall in love with your game
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* 9: Allow your players to have a sense of ownership
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* 10: Leave room for the player to explore
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* 11: If everyone likes your game, but no one loves it, it will fail
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* 12: Don't design to prove you can do something
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* 13: Make the fun part also the correct strategy to win
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* 14: Don't be afraid to be blunt
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* 15: Design the component for its intended audience
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* 16: Be more afraid of boring your players than challenging them
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* 17: You don't have to change much to change everything
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* 18: Restrictions breed creativity
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* 19: Your audience is good at recognizing problems and bad at solving them
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* 20: All the lessons connect
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