mnml/WORKLOG.md
2019-11-20 15:43:19 +11:00

4.4 KiB
Raw Blame History

WORK WORK

NOW

PRODUCTION

  • can't reset password without knowing password =\

  • look into ruin event bug

  • Graphics

    • Img

    • Skill Icons

    • Buttons / General UI Theming

    • Front Page

    • Power / Speed / Life Icons - "Make use of piggybacking"

      • Power (e.g. lightning bolt)
      • Speed (e.g. boots)
      • Life (e.g. heart)
    • represent construct colours during game phase (coloured border?)

SOON

  • supporter gold name in instance (anyone whos put any money into game)

  • buy from preview if you have the required bases in vbox / inventory

    • a "buy" becomes available under the current info / preview section
    • clicking the buy automatically purchases / combine items
    • could also be used to upgrade already equipped skills / specs
    • e.g. an equipped white power spec could be upgraded by clicking under preview
    • if this was added we could reduce inventory size to 3 and rearrange vbox (see mockup img)
  • change cooldowns to delay & recharge

    • delay is cooldown before skill can first be used
    • recharge is cooldown after using skill
    • every x speed reduces delay of skills
  • audio

  • elo + leaderboards

  • reconnect based on time delta

  • ACP

    • essential

LATER

  • Graphical status effects instead of text

  • theme toasts

  • rework vecs into sets

    • constructs
    • effects
      • parent
      • children
  • remove names so games/instances are copy

  • consolidate game and instance

  • combo rework

    • reduce number of items for creating t2/t3 items from 3 -> 2
    • add lost complexity by adding skill spec items
    • Created by combining a skill with corresponding spec e.g.
      • Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under)
        • Construct does Y% more damage with Strike
      • Strike + SpeedRR -> StrikeSpeed (strike has Y% more speed)
      • Strike + LifeRR -> StrikeLife (Strike recharges X% of damage as red life)
  • Energy generators / spenders

    • Current skills generate team wide red / blue / green energy
    • New special skill base consumes team energy to do "special" powerful moves
    • Working as cooldowns in reverse by building up to the skill rather than waiting
  • constants

  • (maybe) return of the combat log (last few events with condensed descriptions)

    • click in to scroll
  • mnml tv

  • modules

    • troll life -> dmg
    • prince of peace
      • bonus healing / no damage
    • fuck magic
    • empower on ko

$$$

  • Items
    • instead of red noise, red and black bar gradient
    • eth adapter sets
      • illusions
      • vaporwave
      • crop circles
      • insects
      • sacred geometry
      • skulls / day of the dead
      • Aztec
      • youkai
      • Industrial
    • Colour scheme
      • targeting highlight colour
  • Highlight (dota) colour
  • fx colours + styles
  • treats
    • client animation bpm
    • background colour changes depending on time of day

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

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