3.7 KiB
WORK WORK
NOW
PRODUCTION
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rename vbox to shop (just for display)
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give the shop and inventory distinct delineation
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proper victory / lose page instead of just face off (you are the winner or something)
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vbox phase skill list navigator (overlay maybe?)
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clear active mtx after joining game
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Check results stack for whether a construct has ticked a dot already. Current issue E.g. Construct 1 with slow speed applies siphon round 1 on Enemy Construct 1 Construct 2 with fast speed applies siphon round 2 on Enemy Construct 2 Siphon tick won't proc at all that turn It assumes the dot has triggered already from existing dot from pre_resolve Instead of checking a dot already exists instead search for a matching dot tick event in results
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mobile styles
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mobile info page
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fix info page for tablet layout
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can't reset password without knowing password =\
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Invert recharge
- serde serialize privatise
- chat
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Convert spec 'Plus' -> '+' when it appears as combo text in combiner and in info text
SOON
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equip from shop (buy and equip without putting in your inventory) for bases
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move item from one construct to another
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bot game grind
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ACP
- essential
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audio
- treats
- susbcriber gold name in instance
- client animation bpm
- background colour changes depending on time of day
- treats
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rework vecs into sets
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remove names so games/instances are copy
$$$
- chatwheel
- eth adapter
- illusions
- vaporwave
- crop circles
- insects
- sacred geometry
- skulls / day of the dead
- Aztec
- youkai
- Industrial
CLIENT theme toasts
reconnect based on time delta consolidate game and instance
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return of the combat log (last few events with condensed descriptions)
- click in to scroll
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elo + leaderboards
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reflect event stages (for animations)
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mnml tv
LATER
- constants
$
* Items
* Colour scheme
* targeting highlight colour
* number of constructs
* Highlight (dota) colour
* fx colours + styles
* ??? (PROBS NOT) drag and drop buy / equip / unequip items ???
* modules
* troll life -> dmg
* prince of peace
* bonus healing / no damage
* fuck magic
* empower on ko
# 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