mnml/WORKLOG.md
2019-07-22 16:23:22 +10:00

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Mechanics

  • 10d chaos maths, not rock paper scissors
  • phys is faster and chaotic
  • spells are slow and reliable
  • defensives are implicit
    • red_life is restored, not gained
    • players can feel aggressive
  • build archtypes fast blue slow blue red + aggro green blue + defensive green

  • purify

    • 1 effect from all constructs at level 2
    • removes all effects from all constructs at l3
  • invert

    • fx for buffs when applied to enemies
      • invert + haste -> doubles all cooldowns
  • heal

    • buff %

WORK WORK

NOW

OPS

$$$

  • rename costs 1cr

  • new construct costs 5cr

  • eth adapter

CLIENT

fix info highlighting

theme toasts

mobile info page

rework link absorb maybe

reconnect based on time delta

consolidate game and instance

SERVER

  • test rust-ws w/ hyper upgrade
  • tx middleware remove tx from methods that don't need it

SOON

  • iconography

    • icons change with %
    • find new icons for colours / life
  • vbox drops chances

    • 50% spec, 25% colour etc
  • skills

    • private fields for opponents
  • matchmaking

    • elo
    • password on MM game to prevent direct joins
  • mnml tv

  • the real authentication endpoint hit /auth with un/pw or token invalidate previous token generate new token and return attach token to websocket ez

LATER

  • chat
  • elo + leaderboards
  • constants
  • change to ownership pattern
$
* Items
  * Colour scheme
    * targeting highlight colour
  * number of constructs
  * Highlight (dota) colour
  * fx colours + styles

# Db maintenance

# Art Styles
* illusions
* vaporwave
* sacred geometry
* skulls / day of the dead
* Aztec
* youkai
* Industrial

# notables
* prince of peace
  * bonus healing / no damage
* fuck magic
* empower on ko

# Mechanic Ideas
players
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