129 lines
2.5 KiB
Markdown
Executable File
129 lines
2.5 KiB
Markdown
Executable File
# Principles
|
||
* Experience something
|
||
* Express something
|
||
* Prove something
|
||
|
||
# WORK WORK
|
||
|
||
* move rpc functions out
|
||
* unwrap account for all functions except list
|
||
|
||
* handle unserializable cryps
|
||
|
||
* Global rolls
|
||
|
||
* Stats
|
||
* Scrabble grid
|
||
|
||
* skills
|
||
* offensive -> choose target ✔
|
||
* ensure cryp untargetable and doesn't resolve when KO
|
||
* calculate
|
||
* hp increase/decrease
|
||
* spell/phys dmg
|
||
* private fields for opponents
|
||
* cooldowns reduce each turn ✔
|
||
* statuses reduce each turn
|
||
* teach cyps skills ✔
|
||
* can you attack yourself?
|
||
* fetch existing battles
|
||
* check for game participation
|
||
* write players row for every team+cryp added
|
||
* return results<>
|
||
|
||
* defensive
|
||
|
||
* Items
|
||
* rez ✔
|
||
* unselect item with esc + button
|
||
* Grid reroll
|
||
* Colour scheme
|
||
|
||
* Missions
|
||
|
||
* Bosses
|
||
|
||
* Cryp Generation
|
||
*
|
||
|
||
* ws reconnect ✔
|
||
* Levelling ✔
|
||
* Logins ✔️
|
||
* Cryp Ownership ✔
|
||
* Matchmaking ✔
|
||
* Lobbies ✔
|
||
* Create ✔
|
||
* Join ✔
|
||
* Resolve ✔
|
||
|
||
|
||
# Db maintenance
|
||
* delete games when a cryp is deleted
|
||
* does this need to happen? can have historical games
|
||
|
||
* run nginx as not root
|
||
|
||
# Art Styles
|
||
* Aztec
|
||
* Pixel
|
||
* Industrial
|
||
|
||
# Mechanic Ideas
|
||
teams
|
||
1v1 2v2 3v3
|
||
|
||
|
||
skill order defined by cryp/skill speed
|
||
|
||
counter -> dmg <-> heal
|
||
|
||
immune to status effects
|
||
|
||
|
||
physical, magic, pure dmg?
|
||
elemental?
|
||
|
||
items give skills
|
||
|
||
gem td style attr combinations
|
||
stoney + spikey = jagged
|
||
|
||
plants
|
||
animals
|
||
viruses
|
||
fungus
|
||
artificial
|
||
elementals
|
||
|
||
|
||
first strike
|
||
|
||
techno artists for the soundtrack
|
||
|
||
|
||
slimey
|
||
ghostly
|
||
|
||
|
||
|
||
* 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
|