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TODO
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TODO
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Misc improvements:
- Save games / new games / etc.
- Additional adventures, abilities, characters, units, etc.
- Adventure where the enemy does minimax.
- PWA-ify for native-like installation.
- Game modes:
- Standard
- Challenge Run
- Multiplayer (incl. vs AI?)
- Editor
- Adventures could limit the abilities available to characters found in those adventures.
- Or, instead of having character gain awards, completing an adventure could always grant a new character who may know the abilities picked up in that run?
Server capabilities:
- Accept connections to multiplayer sessions, reply with versioned blob.
- Accept bug reports?
- Account management and cloud saves?
Campaign Mode 2:
- Start with two characters (the basics, or on replays, random ones).
- In between rooms, keys can be used to unlock new abilities.
- The cost to unlock new abilities decreases when they are passed up.
- The player's goal is to beat the final mission within X turns.
- Time rewards increase the available time.
- Missions can add new characters to the roster. They have only 3 basic moves.
- Unlocked abilties can be added to characters at the cost of caps.
- Characters that are defeated can't go on missions.
- If all characters are defeated, the game is lost.
- Each mission is a selection of four random room options.
- Each mission provides a trophy according to its type.
- Gathering N trophies unlocks the next room set (garden, forest, ceremony, family, departure).
- To unlock the final mission, they need enough trophies of each type.
- Granting an unlocked ability to a character costs caps equal to the ability cost plus character cost.
- The character cost increases per ability the character already knows.
- The ability cost increases per character that knows the ability.
+------------------------+---------------------------+----------------------+
| Characters [Heal] | Ability List | Next Mission 1 1> |
| ... | | Next Mission 2 3> |
| | | ... |
| | | |
| | | |
| | | |
| +---------------------------+ |
| | Ability Text | |
| | | |
| | | |
| +---------------------------+----------------------+
| | Ability Unlocks | Progress |
| | | |
+------------------------+---------------------------+----------------------+
Multiplayer:
- Goals:
- A means for two friends to take their characters head-to-head.
- Easy connectivity.
- Session recovery.
- Rewards. (Potentially, could wager resources or characters, and gain some free XP / unlocks.)
- Non-Goals:
- Cheat-proof multiplayer is a non-goal. Players should play with friends they trust.
- Matchmaking is a non-goal. Players should play with friends they trust.
- In-game chat / audio is a non-goal. Players can use an external service for communication.
- The clients must agree on a random seed.
- The clients must agree on a map and who is which player.
- The clients must agree on a wager (if any).
- The clients must agree on a team experience budget.
- Design:
- Server implements a simple COMET-style shared JSON object, opaque to the server.
- Clients connect and view a lobby screen. The lobby screen is roughly:
+------------------------+---------------------------+----------------------+
| | XP Balance (X vs Y) | |
| Character ✓ | | |
| Character ✓ | | |
| | /\ | |
| | / \ ↑↓ Select | ? |
| | / \ Randomize? | |
| | / \ | |
| | / MAP \ | |
| | \ PREVIEW/ | |
| | \ / | |
| [WAGER] | \ / | [OPFOR WAGER] |
| | \ / | |
| [OK?] | \/ | [OPFOR OK?] |
+------------------------+---------------------------+----------------------+
- Once both sides accept, they load the map and character sets.
- Which player goes first is randomly chosen. On the first turn, that player only gets 1♦.
- Each (clickOnTile, turn end, undo) is put into the shared object, and shown on both clients.