69:55:16
refresh room that heals you a little with funny story from dungeon dweleres
story progression cards to dungeons
you are the computer on the real level you are the player on the game level
platform flying in circle outside of camera can be infinite and it can lok like you are flying through space
how should movement on pc work? like in nox and uo? right click to move where mouse cursor is pointing to
7dmg = 3.5 damage of hearts its now confusing you deal 7 damage, but each heart is 2 hitpoints
when behind wall hide all walls bellow you
precise health indicator
dungeon deck necessary for creating dungeon, required cards theme card, difficulty card? monster boss card?
how much hp do players really need? something like 10*2 hearts? i can make some passive skill cards, like for increasing health, or for health regen even? light/heavy attacks?
leaderboards with dungeon score, and description on how the dungeon was created (of which cards its composed)
time limit dungeon
zelda randomizer twich/streamer support
craft dungeon cards by combining different dungeon + modifier cards
or decompose dungeon cards to something like, monster room, treasure room, healing room
collective healtpoints? as a modifier card?
clocks, statue that walks/talks
chiptune level whatever that means
when you die you are removed from the leaderboards
procedural generation http://www.squidi.net/three/entry.php?id=202
you gain tokens (which is just score) and can bet tokens on dungeons, increasing rewards by not using resurrect toknes - or maybe that is special dungeon type without ress, with ress
you can create permament group/guild/clan and there will be permament progressin for it
none of the progress must change gameplay in any way, otherwise permadeath would be meaningless
on death your version increases
multiple collision objects, circle on ground for ground stuff + falling down the pits, rectangle around body for slashing and air stuff
camera shake
impossible geometry dungeon
platforms throw shadows of the same tilemap but black (layer above any layer should do this -- this will solve the clouds and reflections (reflections of the same tiles though) in water actually
its more mysterious to dont know what skills do exactly but for power players its necessary, maybe allow them paying to see it somethow with something like inspection card?
or maybe if you collect a lot of cards you will start to see monster statistics
important!: nothing should survive perma death, thats what will cause player to value characters
but at lest one more monitor https://www.alza.cz/lcd-monitory/18842948.htm#f&cst=0&pg=1&prod=1299&par237=609.6--609.6&sc=177 https://www.alza.cz/24-samsung-c24f390fhu-d4292619.htm
- fix the duplicate infrastructure code in client/server .gitignore seems to be ignored
- creature ai
- combos
- sliding against collisions, or at least controllersystem should give priority to paths wher you can actually go
- Fixing lag
- skill/cards ui
- zone transitions
- Chat
- Controller support
- basic dungeon generator
- server side collisions
- enemies
- skills
- dungeon generator based on content
- party/guild
- Lightning from fire
- water (stepping in water sounds ripples)
- Water reflections (sworcery, that castle building 2d game - Kingdom)
- wind, wind moving fire particles
- wheater (rain, fog)
- Crysrtal distortion effect
name ideas grindfest (doesnt really make sense) game the game
blood and magic, yu-gi-oh, the good place, wizard of legend, avatar, magic the gathering, heartstone, shadow of colossus, last guardian
you play the card game and win and play the real world card that transfers you to the game, thats special card for transfer between games, there can be same card that will transfer you back to game world (our real world) you won't remember this
//world has to feel like there is no magic like everything is somehow abstract/robotic but doesnt seem like it like a good place. janet seems like a robot but is something abstract. like the other guys, they seem like humans but are either abstract or demons which itself is abstract i think i've done this with oracle reality forming words
There is a augment reality fighting game based on ancient card game. You will be on a tournament, and winning prize artifact will suck you inside the realm where the original game was played it reads the word on a card which was reverse engeneered to give instruction to reality engine a sofware for tournaments
programming note: can i make a image from hash of the source code of skill?
cards create enemies like in yu gi oh
logging out means you get back to our realm
they have symbol for every word, every phrase you can possibly say having the card on you will allow you to read the symbol and say it out loud, and the symbol means whatever it must mean in order to do the thing the skill does
the oracle created the symbols we dont know how
higher level mind of ai created universe real players are in, thats why he can suck you back into his real universe where true reality is
in this way you are part of neural process of the oracle, thats why killing him will kill everyone you are sucked into his world into "mechanical" avatar
entities in oracles world are not machines but something like that, something that lives because its abstract not because it is biological or mechanical something third
last guardian like style at the start you have not to feel overwhelmed at all cost! start at a tutorial dungeon, its a way to "sanctuary" the only town in world
after tutorial dungeon there has to be something that leads you to next easy dungeon, and only experienced players will go to the hub from where they can get everywhere hub locked behind harder monsters or some game mechanic you don't know yet? easy dungeon locked behind easy monsters
only safe area ("town") in world there might be something weird but earth-like, like humanoids with deer heads or something abstract, but i dont know of abstract things that can interact with you and sell you stuff and look earth like - it could be statues. statues of deer people :)
there are ways to different dungeons like in shadow of colossus but the area will be much smaller, and maybe just something like weird ruins in sotc world has to feel empty, ambient sounds of nature, wind, lonely music, etc
you have your own instance of a dungeon max 4? multi player dungeons decides role somewhere at the begging by doing some simple stuff or maybe dialogs can be something like hello
player can allow other players to join their dungeons and kill them but they will permadeath if they die forcing you to create second character dungeon without resurrect? other player can play monster cards to kill you
to enter dungeon you need dungeon card
all dungeons should be hard, the unlockable content has to be insane and not for normal players dungeon that you can complete only at certain time (game time probably)
in story you get split and you get to see the other person on your screen via some magical video device so you can cooperate
hand-crafted dungeons? generated dungons?
you need to change your skillset/playstyle for different dungeons
can dungeons be fun for both players if they have different skill levels? can i design them that way?
platform with resurrect crystal, serves as teleportation point and also as resurrection platform
giving you skill card and training you specific skill
start the game blurry? so it seems like you were just transfer into avatars conciousnes (enter the void)
you decide which button activets which skill by game telling you to use it, and you press any button and it will bind the more you press it
ress crystal at the beggining will crack as you spawn first time you have to put new inside
you come to game and have 1 skill (play style)
guarantee ress crystal drop from first few easy enemies, so you can replenish
until few minuts in game where you get 2 skill (two play styles)
then you will get a choice of third supporting 1st or 2nd playstyle - it has to be obvious this change isnt permanent and you can buy both of those skills after some grind
first enemy is slow statue that will kill you in two hits, but when it hits you it will knock you back so you have few seconds to react and he has to be much closer to you to hit you then you to hit him
you can rebind only at test courses learnign you the abilities? that would be interesting but little tedious. but how often do you rebind? well it might happen if you create binding yourself maybe it will tell you to press L1 for dash or any button you want, but if you press anything it will just bind that key you were transferd to different realm, so maybe you lost your body and learning to use new one after all
every aspect of playing the game has to be part of the game itself (controls - described above, login - somehow, ambient music) so you will feel more like the avatar, which is actually you even though at the start it seems that someone else was sucked in the game
perma-kill your friend? forced if wrong personality?
what is your name? real name (real life name), fake name (game nick name), dont say anything
you will see yourself in future pushing button closing some path in future you will be forced to push the button by falling rock or die
hit the dummy and kill it, do it again, then hit the third dummy ant it attacks you. troll level
oracle is giant neural network hidden in hub oracle uses your real name you fight on his different layers, last is something wrapping prefrontal cortex that humans dont have when you kill him there, hes dead at the end you have option to fight oracle, after you die you are permabaned if you kill the oracle then everyone is perma-killed, the world is wiped
this universe is the thing that his pre precortex creates, something like our conciousnes created by brain of our number of layers
there has to be nothing that would force player to backtrack though empty rooms (linear dungeons), or to force him to wait to heal (no healing skill, at least no replenishable by waiting) player has to run through continous action
//probably not (too expensive): player customization, hair, something to make the avatar look like the person playing
playable on controller
there has to be no decisions that can't be reverted
there has to be no difference between new and old player in terms of how difficult it is to beat anything critical hits? multi kills?
lack of content solved by players beying slow down by difficulty
this isn't necessary as cards are too abstract anywas: map transitions won't having map transitions break the immersion? wont not having them kill the supsense or create feeling of danger in safe places?
dialog choices will have personality trait and value assigned to them, some will be locked, silence is by default, dialogs are forced if extreme personality by showing you only one options of what to say (or stay silent)
dont stop characters during dialog, allow them to move, never restrain character by game (or at least not without mentioning it)
personality, either 1 or 5 characteristics
you shape your character personality by answering dialog questions, and the character will then talk more on his own accoriding to his personality, or the dialog choices will be more limited (you will see less of other choices)
personality quest after you reach limit, until you do it you dont see no other choices, if you succeed in change your personality will reset to 0
if you read this data on wiki you are spoling the game, if you read it contact us if some personality choice you would make doesnt agree with your personality
permadeath can happen as a story choice
unit types like in magic the gathering or heartstone mechanical unit type undead unit type
Elemental damage? casting water spell and then electric spell
No levels, no experience points
killing enemies must give you something - like ress crystal, so something that would balance your bad decisions in gameplay no: i cant give you something like teleport crystal, because that would meen that moving through environment has to be painful
cards are skills, you need card slots in your card album. you gain card slots for something you can have only 4 active cards
you can find bad things, like card you apply to dungeon that will cause you to get double damage, but you'll get more rewarded at the end
everything has to be about showing you that you are becoming better, that will be the point of playing more
you could play to get more play time? can that even work?
playstyle changing content can be available at start but it has to work like this:
- 4 skills at the time
- no changing skills inside battle
- all skills can be bought immediately for same low price that you will get to in few minutes of gameplay
so you wont need more then 4 skils
you gain small amounts of currency, maybe not for killing every enemy, but for completing certain parts of story/dungeon/quest/event
it has to be something abstract, like crystals or card slots and not money
card size? different card slots, in a book for cards? shiny cards? special slots for them shiny cards persist death?
every next skill cost more? unless you sell some skills?
maybe i could lock content behind progression that is not grinding but completing other content - itself it won't work as i dont have infinite content, but with combination of other things it could be nother progression. but it locks content so you cant do everything from start. maybe unlock tier 1 -> 2 -> 3 dungeons that are harder versions. permanently! that it, if you unlock it permanently over perma death then its ok because that content is not for beginner skills anyway
lock content behind content? do i have to? lock content that is too difficult and perma-unlock it after you finish easier content this means it will never happen that you start the game and cant play hard dungeon with your friend, because you dont know how to play hard dungeon
it can never happen that i've done 1 hard dungeon and now i have to play easy dungeon to unlock another hard one maybe it qcan if it requires different playstyle that you dont know, so normal with right playstyle - normal, normal with your wrong playstyle - hard. this means you can enjoy new playstyle in new dungeon even if its easier.
skills learnable at specific skill dungeon training you the skill
learned at skill dungeon created to teach you how to use the skill. first skill has to be simple to use attack skill, so AoE damage slot 1 skill second skill will be something defensinve, like dash slot 2 skill next is non-AoE attack skill changing way you attack enemies, so you decide which strategy you want to use. it's slot 1 skill slot 3 skill option between two skills you choose which now and which sometime in near future (this has to be stressed)
skill cards different letters of their alphabet of different colots
two attack/defense skills - that might mean only 1 element attack option thats not enought 3 attacks is minimum. but with attack/defense option for each skill it would be 4 skills directional cast, cast on self?
-
slash (aoe damage)
-
push everyone away from you (this could be slash cast on yourself)
-
long range projectile
-
navigated projectile
-
spread projectile
movement skill
- dash, through enemies, pushing them
- teleport, instantly move in direction facing without touching enemies
support skill
- revert random? amount time, rewind position cooldowns and health back
- reduce cooldowns of random? skill
- no: healing skill, that would force players to wait, or not replenishable by time
secret skills (activate when condition is met)
- when im thrown into a pit (not fall there myself / or maybe even if that happens) then do something
- when i have less then x% of health, do something
- when i am hit by elemental damage, next attack by that element will have anti-element modifier. so when i have fire skills and someone attacks me with fire skill my fire attack will deal water level damage against him //this wont help in pvp as players are not vurnable to elemental damage, and it will waste you a secret slot so you can use 2 same elements
you can summon one monster card you have for help?
everyone will always be attacking or moving - no need for idle animation guy with shield guy with long range weapon
glowing eyes indicating some action
- resurrect crystals, bigger resurrect crystals for larger dungeons?
- card album pages
- bigger card albums
- monster cards for creating monsters to kill or just as collectible
- probably not: real world card - its what you play to get in, not to get out, real world is the game (logout card) - card that get you in game is a logout card, and if you logout without it you perma-die
- maybe: time card, you have to kill enemies to suck their life force to continue to play
- dungeon card
- dungeon modifier card
- allow players to kill me
- double damage from monsters
- card for easier dungeon?
- healing item, more health will pour to healing pool that will be used when you are not around enemies to heal you
this gives me greater control over the economy as with currency i can't set value relationship between items
- dungeon cards (regular dungeons, skill dungeons) for 3 different dungeon cards
- skills but they are more expensive than skill dungeon cards for 3 different skill cards
- bigger ressurect crystals for normal resurrect crystals
- 6 skill cards -> 1 dungeon cards
- 6 dungeon cards -> 1 skill card
- 12 resurrect crystals -> 1 dungeon/skill card
price for skill cards has to increase with amount of skills you currently have
Lose character, skills, card album, everything unlocked dungeons stays unlocked customizations stays unlocked
- dungeon timers, leaderboards (including modifiers used)
- character slots
1 character slot, you can buy more for real money - character personality is important so you will not want to kill your character
this wont work without permaprogress as anyone can just create second account
no idea if there can be some material progress for intentional perma death as that would take long, maybe something cosmetic - like halo for sacrificing yourself
- customization?
some skill can be assined only to work with right bumber and directed to where right stick is pointing on console and same with mouse look and mouse right click on pc
robe of any color you want but you have to find them
you can grind for resurrection crystals or something like that that will reconstruct your avatar, that when used at dungeon door will cause you to ressurect at the door - there will be altar. and if you dont want to use them you need no to. maybe for bigger rewards at the end - shiny cards?
There are missing folders, Game.js and Network folder should be on a same level
server can act either as zone server (for one zone) or as login server i would have to git rid of static methods and put them to something like ZoneServer instance
is it zone -> world or is it world -> zone
it might be zone -> world, and thinks like zoned, netstate, camera, controlls, rendering? shouldnt be components because they don't belong to world
problem is that it shouldnt be spriterenderer, it should be Visual, and rendering system should get this
what is camera then? camera is system, that targets hero what if i want to cameras? its rendering system...camera is object inside rendering system
nodes can have storage for system data
what would hold actor id... actor component? that means he is an actor on server, thats same as netstate, isnt it?
zones will be separated, no fluid transitioning between zones
GameObject vs Component GameObject can't hold data. If GameObject has just 1 component, it's a component.
equiped item is gameobject it can receive message and get damaged
two sprites
Components
- Transform
- QuestGoer
GameObject
- Hero
- Skeleton
- Sword
Quest There is no quest without Hero game object, so it's not a game object
what if i want to display sprite over player, i cant because sprites have layer