mnml/WORKLOG.md

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# 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)
* audio
* background music
* animation effects
* vbox combine / buy / equip etc
* reclaim change colour from red (clashes with red items)
* represent construct colours during game phase (coloured border?)
* supporter gold name in instance (anyone whos put any money into game)
* Give the bots some ai / make stronger so its a challenge for new people to beat
- train a few games of with some round losses to get them into the game
* Speed up animations slightly (3s per normal event too long)
- Improve combat text to start at the opposite end of construct and float towards health stats
- Show combat text for skill cast possibly? Watch some pokemans etc for modern combat smoothing
## SOON
* vbox + inventory smart combine select
- rework combine button to universal buy
- becomes combine with buy cost when valid combo selected
* 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)
* reduce inventory size and consolidate vbox and inventory on left side
* 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
* 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)
- Can also work as module style passive keystones
* troll life -> dmg -> Invert life spec?
* prince of peace
* bonus healing / no damage -> Heal power spec?
* fuck magic -> Some sort of reflect spec?
* empower on ko -> Amplify + Power spec
* 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
* 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
## $$$
* 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