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Tune Hopper V. 1.0

                                 Design Document

                   (COMPLETED IN JANUARY 2011)

Description:
Simon Says Tunes is an iPhone app that promises to merge the boundaries of fun and
education within the context of sound and music. This game is the first of a series that will begin
with a focus on interval ear training and gradually evolve into future releases for harmony,
rhythm, sight-reading and even improvisation.

Key Features:
Learn about music intervals and win levels by demonstrating ability to remember changing
sound pitches moving linearly left > right. Music intervals are similar to sight-reading notes up
/ down on sheet music but instead play up / down in similar fashion on the tile game floor. Tap
glowing tile sounds with your fingers and unleash your musical memory
.

Play game with three difficulty levels to achieve higher points (description below). Purchase
additional albums of music to learn new tunes for on going gameplay. Tell your friends about
new albums purchases. 
Auto share high score to Facebook, Twitter or email to your friends
.
Automatically saves each level to continue from where you left off both locally and remotely.

Advanced Features:
Change settings on pattern glow and speed to further customize difficulty levels
 download new
extended floor patterns for extra competitive ear pitch memory. 
Purchase additional jingle
albums and seasonal tunes for added hours fun.

Wire-Frames:
Much of the interface design excepting game play is very similar to another very popular iphone
game called “cut the rope.” Please purchase a copy and see how it walks people thru levels.
We don’t want to infringe on their copyright but it is an intuitive workflow.

Wire-frame Game Design Walk Through:

This Flowchart illustrates the basic interaction between the different screens and features
needed.




INTRO SCREEN:
This is a basic intro screen. We will provide the graphic and animation. It will load and hesitate
for a few second if first time loaded or will immediately bounce to main loading animation
screen.

The graphic should incorporate logo “Simon Says Tunes.”

MAIN LOADING ANIMATION SCREEN:
This is after the intro screen. It shows a progress bar while checking for updates can also
happen at this time. If updates are needed will inform user and add necessary time to progress
bar. These updates will be for bug fixes only in V 1.0.
The graphic should introduce users to the game play scape.




MAIN MENU SCREEN:
This is the primary place of navigation that users go to.
Play button links to the groups of songs Screen otherwise known as the Album screen.
And Options Button takes them to an Options Screen.
And Share button takes them to the Share Screen.

It will have a coordinated back ground with possible animated Greg posing with idle animations
every 5 sec. (NOTE: See bottom animation list as reference)
OPTIONS SCREEN:
This screen is for many of the game settings.
It has the option to turn off music. This will turn off additional music that does not relate to game
play such as loading music.
It also has to option to turn of sounds. If they select this - we make a joke with this wording:

“You know this is a music game? :-)” “But you can turn Greg’s noises off”

And don’t allow them to turn off music just sfx. We have a tiff sheet of Greg sticking out his
tongue with this action.

A Contact Us button that takes them to the Contact Us Screen.
A Credits Button that takes them to a Credits Screen.

Lastly a Reset Game button. It issues TWO warning popups.
        First Warning: “Are you sure? This will delete all local and remote settings including
scores, preferences and all local game settings.”
        Second Warning: “Are you 1000% sure?! It will delete everything except the albums
you have purchased.”
(Jason, I know the warning is not accurate for version 1.0 but correctly sets the future
expectations of users for version 1.5 - I don’t like to change messages like this often.)

For Version 1.0 - deletes all local game settings Resetting all scores to zero. And deleting all
Sharing preferences.

If player doesn’t delete, It has a back button at the top of the screen to take them back to the
Main Menu Screen.

It has a graphic of Greg encouraging the user to go ahead and hit the Play Button rather than
going back to Main Menu Screen. The Play Button takes the user to the Groups Loading
Animation. (I will get this tiff sheet from animators of Greg pointing up)
SHARE SCREEN:
This where the users can setup all their social media settings.

They can friend us on Twitter, Facebook and Youtube. When they touch these icons we then
walk them through the log-on process for each social network.

They can share the game on Twitter and Facebook. Simply shares a link to the game itself.

Again we have a Play button with Greg encouraging the player to press it (same Greg pointing
tiff sheet). The Play button takes the Player to the Albums Loading Animation Screen.

Again there is a Back Button on the top of the screen that will take users back to the Main Menu
Screen.
CONTACT US SCREEN:
Is a very simple form that allows the player to send Simon Says Tunes a message.
The fields are:
Name: A simple Name input box - required
Email: A simple Email input box - required
A select topic drop down box that is not required. Options include Compliment, Complaint, Bug
Text: Allow up to 3000 characters - required.

A Send button to send message to us as an email.
A Cancel button that returns Player back to Main Menu Screen.
CREDITS SCREEN:
Credits Screen will include only this text and in this order.

Simon Says Tunes v1.0 copyright 2011 by MH Video Game, LLC
A game developed by MH Video Game,LLC and Published by Simon Says Tunes,DBA

All Rights reserved. www.SimonSaysTunes.com

GAME DESIGN: Reuel Meditz

PRODUCER: Silona Bonewald

PROGRAMMING: Eskieman iOS Development

MUSIC / SFX: Reuel Meditz

ART / ANIMATION:
Sterling Brucks
Shawnna Bass
David Tenorio


It has a Back button that takes Player back to the Main Menu Screen.




CHOOSE AN ALBUM SCREEN:
Please note compatibility here with future versions.
Version 1.0 will list 3 free albums.
Version 1.5 will list all the albums the player has purchased.
INTEROPERABILITY: Albums will need to be abstracted out for that future integration with
inapp purchase is possible. We prefer a portable XML format.

The Up arrow takes the Player back to the Main Menu.
Each Album has unique icon art that is displayed on the screen.

The Information icon will load an In Screen popup with information about the Album such as
Name, Artist, Genre, difficulty level.

INTEROPERABILITY: Arrows will let the Player scroll through albums if they have more than 9.
We can also just use the default scrolling behavior.

For Version 1.0 - Buy more button will show a “coming soon” message.
LOADING SCREEN FOR SONG LISTING SCREEN:
This is basic loading screen. Checks Player’s Score and progress can be stored locally. If
updating information will inform user and add to progress bar timing.




CHOOSE A SONG SCREEN:
This Screen lists all the Songs in an Album. All Albums have 9 songs to make displays
standard.

9 rows. Each Row lists the Song name, glowing stars to show difficulty level completed, and a
score to show top score achieved per song in album.

At the Bottom it has a button to open up a new share screen to post to Social Network of choice.
Autoshares with Social network if Player obtains a perfect total score on an album.

If player touches on stars will set difficulty level. Info button will take player to Difficulty help
screen.

Album icon will be on top of screen with song list.
The Information icon will load an In Screen popup with information about the Album such as
Name, Artist, Genre, difficulty level. (For V 1.0 lets just do pop-up with Album Name and Artist
Reuel Meditz)

The score font changes to be bigger and bolder when max score is obtained to indicate to
player max is obtained.

Back button takes Player back to Choose an Album Screen.
INTEROPERABILITY: Later the background will change for each Album so allows for
backgroundimagine in XML config file as well as Album Icon, Album notes etc.




LOADING ANIMATION SCREEN: (not sure if this is needed?)
If we have any loading animations please refer to Dropbox single loading animation for entire
game by Sterling.

GAME PLAY aka SCROLLING TILES SCREEN:
This is the Main game play screen where users will spend the majority of their time!
See floor explanation below. As well as difficulty levels to understand principles of gameplay.

The majority of the screen is covered in a tile floor.

We will have the return to Main Menu Button, A return to Album Choosing Screen Button and a
reset game play button.

On the Bottom of the Screen will be a Greg Animation that interacts with the player by following
underneath tapping finger with jumps. Faster taps = faster jumps.




Explanation of Tile Floor, Sound Mapping, Sound Bytes, and Sequences
Tile Floor: The tile floor is the main game interface. The floor details 8 notes high by 16 notes
wide. Game melody plays pattern of sounds - each tile equals sound byte. (Please refer to
graphic 8x16 map for further info.)
Sound Bytes: are short sounds around 1 second or less. Each sound is exactly the same
length There are 8 sound bytes making up a scale of each song. These sound bytes are
attached to vertical tiles on floor as a scale and used in game. (refer to excel spreadsheet pitch
docs for for information)

Sequences: are groups of 4 sound bytes played in an even row left > right.

Touching the Floor

Regarding time user has to decide correct tiles: after game plays sequence, user is allowed
unlimited time to touch correct tiles and game is idle during this period. User can also touch
tiles as fast as possible if user knows the correct pitches.
Regarding touching a wrong tile in level: Touching an incorrect tile in level will result in an
action based on whether user is playing level in Easy, Medium, or Hard. (Difficulty listed below)
Regarding touching correct tiles: Each sequence is made up of multiple tiles: These tiles
play specific floor pattern and must be followed to complete song. User repeats tiles to copy
game tile pattern and if user taps the correct pattern, game moves on to play next sequence.
Regarding completing every sequence and finishing level: When sequences are followed
correctly to complete all sixteen tiles, the level is finished successfully. At this point player is
rewarded by a complete 10 sec song jingle.
Regarding knowledge of level currently being played: There is no indicator during the level
play. However, song title with difficulty star level will be evident at level beginning and end.
Regarding tapping redo button (round about arrow): If player selects redo button a
message pops up asking to reset? clicking yes, they are automatically restarted at level
beginning that was being playing.
Regarding level score display: Pop up on screen right after completion and display in song list
beside the difficulty star rating. (Refer to wireframe choose a song screen)


DIFFICULTY LEVELS IN EACH SONG:
INTEROPERABILITY: We will need to be able to programmically change some of these
settings when testing game play esp for difficult levels
EASY MODE:
4 note sequence x 4 = 16 notes played in linear pattern
Each 4 note game sequence stays lit for user through end of the computer playing a sequence.
User gets 2 tries at completing correct pitches during same level in this mode
Computer speed of easy sequences sound bytes are about 80bpm (beats per minute)
When a player selects a bad note and “bad note sound” is played.
(refer to sequence description above)
MEDIUM MODE:
4 note sequence x 4 = 16 notes played in linear pattern
Notes light up as played by computer. Player must remember sound pattern to complete
User gets 2 tries at completing correct pitches during same level in this mode
Computer speed of medium sequence sound bytes are about 120bpm (beats per minute)
HARD MODE:
4 note sequence x 4 = 16 notes played in linear pattern
Only first sound tile in each sequence glows ready for user to guess rest of pattern using ear
memory. (This single glow for user through end of the computer playing a sequence)

User must tap only correct tiles every time. Failure to do so will result in level restart.
Computer speed of hard sequence sound bytes are about 140bpm (beats per minute)

Notice we may want to change the speed of the sequencing as we play test the game. We
do not expect a custom interface but we do hope that when coding the functionality it will be a
series of variables that can be changed easily to facilitate game play testing.

Once we determine the exact BPM used for each difficulty level, these BPM times will stay as
standered settings for all three albums in V 1.0

NOTE: You can use any standard metronome click to figure out the BPM settings for this.
POINTS SYSTEM:
Completion of each of the three difficulty levels gains player more points.
Player must complete every level in order from easy, medium, to hard hence making each level
mandatory to play 3 times if you desire maximum points.
When a player completes easy level in a song he can either go to the next song in the album or
replay that same song on a harder difficulty level.

DIFFICULTY PROGRESS POPUP SCREEN
After finishing level popup comes up after final song plays. This pop states:

“Go fast and score more?
Take me to the next song”


Easy Max 200 pts
User would have to repeat sequence within (60/levelBpm * 2) seconds for maximum score
Each second longer a user takes would lower score by 1 point
Wrong notes played by user deduct 20 points

Medium Max 400 pts
User would have to repeat sequence within (60/levelBpm * 2) seconds for maximum score
Each second longer a user takes would lower score by 2 points
Wrong notes played by user deduct 30 points

Hard Max 600pts
User would have to repeat sequence within (60/levelBpm * 2) seconds for maximum score
Each second longer a user takes would lower score by 3 points
Wrong notes played by user deduct 50 points

You got 157 points out of 200points.


Old scoring model:
Completing easy level of a song = 100points
Completing medium level of a song = 200points
Completing hard level of a song= 300points
Total = 600points possible for each level of song after all 3 levels of difficulty are achieved
Max level of an Album with 9 songs is 5400 points
INTEROPERABILITY : Different songs will have different points. Can we throw this into the
XML file?


GREG INTERACTION ANIMATIONS:
Getting to know our game creature Greg.
Greg is a small green funny sound creature. (Refer to Greg picture display)
During game play, Greg hops along at screen bottom as user picks out sound tiles. Greg is our
game cheerleader.
If user hits correct sequences Greg is (happy animation.) We will have one tiff sheet for happy
animation.
When user hits incorrect tile Greg is (frustrated animation) and game automatically restarts
based on difficulty level. We will have one tiff sheet for sad animation.

During user deciding upon game choices Greg will display idle animations every 5 seconds then
return to original motionless state afterwards for another 5 seconds before display again.

For random in game & in menu animations:

Idle tiff sheet X3 + between each random animation

As computer plays Greg can idle thru this list:
Also this list is for menus excluding “hunter tiff sheet” that only plays in game idle

       Greg Hunter tiff
       blink tiff sheet
       head scratch tiff sheet
       tongue-out tiff sheet
       Greg frustrated tiff sheet




For gameplay Greg Animations we have:

       Greg happy tiff sheet - when player gets note sequence correct
       Greg sad tiff sheet - when player misses and must go back to start
       Greg jump tiff sheet - jumps forward as player taps sound tiles
       Greg eating tiff sheet - eats random food reward at end of song once player completes


For gameplay Greg SFX we have:

       Level start SFX - plays when we first see screen after user selects song.
       Lose game SFX - Plays instead of Greg “sad sfx” when you run out of points
       Greg sad SFX- when player misses and must choose another tile
       Greg Happy SFX - plays at end of level with happy jump in between eating.
       Greg eating SFX - Plays as eating sound “crunch” noise each time food pops into mouth


INTEROPERABILITY: Programmer needs to be able to add in new animations for later versions

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Tune Hopper iPhone Music Game Design Doc

  • 1. Tune Hopper V. 1.0 Design Document (COMPLETED IN JANUARY 2011) Description: Simon Says Tunes is an iPhone app that promises to merge the boundaries of fun and education within the context of sound and music. This game is the first of a series that will begin with a focus on interval ear training and gradually evolve into future releases for harmony, rhythm, sight-reading and even improvisation. Key Features: Learn about music intervals and win levels by demonstrating ability to remember changing sound pitches moving linearly left > right. Music intervals are similar to sight-reading notes up / down on sheet music but instead play up / down in similar fashion on the tile game floor. Tap glowing tile sounds with your fingers and unleash your musical memory
. Play game with three difficulty levels to achieve higher points (description below). Purchase additional albums of music to learn new tunes for on going gameplay. Tell your friends about new albums purchases. 
Auto share high score to Facebook, Twitter or email to your friends
. Automatically saves each level to continue from where you left off both locally and remotely. Advanced Features: Change settings on pattern glow and speed to further customize difficulty levels
 download new extended floor patterns for extra competitive ear pitch memory. 
Purchase additional jingle albums and seasonal tunes for added hours fun. Wire-Frames: Much of the interface design excepting game play is very similar to another very popular iphone game called “cut the rope.” Please purchase a copy and see how it walks people thru levels. We don’t want to infringe on their copyright but it is an intuitive workflow. Wire-frame Game Design Walk Through: This Flowchart illustrates the basic interaction between the different screens and features
  • 2. needed. INTRO SCREEN: This is a basic intro screen. We will provide the graphic and animation. It will load and hesitate for a few second if first time loaded or will immediately bounce to main loading animation screen. The graphic should incorporate logo “Simon Says Tunes.” MAIN LOADING ANIMATION SCREEN: This is after the intro screen. It shows a progress bar while checking for updates can also happen at this time. If updates are needed will inform user and add necessary time to progress bar. These updates will be for bug fixes only in V 1.0.
  • 3. The graphic should introduce users to the game play scape. MAIN MENU SCREEN: This is the primary place of navigation that users go to. Play button links to the groups of songs Screen otherwise known as the Album screen. And Options Button takes them to an Options Screen. And Share button takes them to the Share Screen. It will have a coordinated back ground with possible animated Greg posing with idle animations every 5 sec. (NOTE: See bottom animation list as reference)
  • 4. OPTIONS SCREEN: This screen is for many of the game settings. It has the option to turn off music. This will turn off additional music that does not relate to game play such as loading music. It also has to option to turn of sounds. If they select this - we make a joke with this wording: “You know this is a music game? :-)” “But you can turn Greg’s noises off” And don’t allow them to turn off music just sfx. We have a tiff sheet of Greg sticking out his tongue with this action. A Contact Us button that takes them to the Contact Us Screen.
  • 5. A Credits Button that takes them to a Credits Screen. Lastly a Reset Game button. It issues TWO warning popups. First Warning: “Are you sure? This will delete all local and remote settings including scores, preferences and all local game settings.” Second Warning: “Are you 1000% sure?! It will delete everything except the albums you have purchased.” (Jason, I know the warning is not accurate for version 1.0 but correctly sets the future expectations of users for version 1.5 - I don’t like to change messages like this often.) For Version 1.0 - deletes all local game settings Resetting all scores to zero. And deleting all Sharing preferences. If player doesn’t delete, It has a back button at the top of the screen to take them back to the Main Menu Screen. It has a graphic of Greg encouraging the user to go ahead and hit the Play Button rather than going back to Main Menu Screen. The Play Button takes the user to the Groups Loading Animation. (I will get this tiff sheet from animators of Greg pointing up)
  • 6. SHARE SCREEN: This where the users can setup all their social media settings. They can friend us on Twitter, Facebook and Youtube. When they touch these icons we then walk them through the log-on process for each social network. They can share the game on Twitter and Facebook. Simply shares a link to the game itself. Again we have a Play button with Greg encouraging the player to press it (same Greg pointing tiff sheet). The Play button takes the Player to the Albums Loading Animation Screen. Again there is a Back Button on the top of the screen that will take users back to the Main Menu Screen.
  • 7. CONTACT US SCREEN: Is a very simple form that allows the player to send Simon Says Tunes a message. The fields are: Name: A simple Name input box - required Email: A simple Email input box - required A select topic drop down box that is not required. Options include Compliment, Complaint, Bug Text: Allow up to 3000 characters - required. A Send button to send message to us as an email. A Cancel button that returns Player back to Main Menu Screen.
  • 8. CREDITS SCREEN: Credits Screen will include only this text and in this order. Simon Says Tunes v1.0 copyright 2011 by MH Video Game, LLC A game developed by MH Video Game,LLC and Published by Simon Says Tunes,DBA All Rights reserved. www.SimonSaysTunes.com GAME DESIGN: Reuel Meditz PRODUCER: Silona Bonewald PROGRAMMING: Eskieman iOS Development MUSIC / SFX: Reuel Meditz ART / ANIMATION:
  • 9. Sterling Brucks Shawnna Bass David Tenorio It has a Back button that takes Player back to the Main Menu Screen. CHOOSE AN ALBUM SCREEN: Please note compatibility here with future versions. Version 1.0 will list 3 free albums. Version 1.5 will list all the albums the player has purchased.
  • 10. INTEROPERABILITY: Albums will need to be abstracted out for that future integration with inapp purchase is possible. We prefer a portable XML format. The Up arrow takes the Player back to the Main Menu. Each Album has unique icon art that is displayed on the screen. The Information icon will load an In Screen popup with information about the Album such as Name, Artist, Genre, difficulty level. INTEROPERABILITY: Arrows will let the Player scroll through albums if they have more than 9. We can also just use the default scrolling behavior. For Version 1.0 - Buy more button will show a “coming soon” message.
  • 11. LOADING SCREEN FOR SONG LISTING SCREEN: This is basic loading screen. Checks Player’s Score and progress can be stored locally. If updating information will inform user and add to progress bar timing. CHOOSE A SONG SCREEN: This Screen lists all the Songs in an Album. All Albums have 9 songs to make displays standard. 9 rows. Each Row lists the Song name, glowing stars to show difficulty level completed, and a score to show top score achieved per song in album. At the Bottom it has a button to open up a new share screen to post to Social Network of choice. Autoshares with Social network if Player obtains a perfect total score on an album. If player touches on stars will set difficulty level. Info button will take player to Difficulty help screen. Album icon will be on top of screen with song list.
  • 12. The Information icon will load an In Screen popup with information about the Album such as Name, Artist, Genre, difficulty level. (For V 1.0 lets just do pop-up with Album Name and Artist Reuel Meditz) The score font changes to be bigger and bolder when max score is obtained to indicate to player max is obtained. Back button takes Player back to Choose an Album Screen. INTEROPERABILITY: Later the background will change for each Album so allows for backgroundimagine in XML config file as well as Album Icon, Album notes etc. LOADING ANIMATION SCREEN: (not sure if this is needed?) If we have any loading animations please refer to Dropbox single loading animation for entire
  • 13. game by Sterling. GAME PLAY aka SCROLLING TILES SCREEN: This is the Main game play screen where users will spend the majority of their time! See floor explanation below. As well as difficulty levels to understand principles of gameplay. The majority of the screen is covered in a tile floor. We will have the return to Main Menu Button, A return to Album Choosing Screen Button and a reset game play button. On the Bottom of the Screen will be a Greg Animation that interacts with the player by following underneath tapping finger with jumps. Faster taps = faster jumps. Explanation of Tile Floor, Sound Mapping, Sound Bytes, and Sequences
  • 14. Tile Floor: The tile floor is the main game interface. The floor details 8 notes high by 16 notes wide. Game melody plays pattern of sounds - each tile equals sound byte. (Please refer to graphic 8x16 map for further info.) Sound Bytes: are short sounds around 1 second or less. Each sound is exactly the same length There are 8 sound bytes making up a scale of each song. These sound bytes are attached to vertical tiles on floor as a scale and used in game. (refer to excel spreadsheet pitch docs for for information) Sequences: are groups of 4 sound bytes played in an even row left > right. Touching the Floor Regarding time user has to decide correct tiles: after game plays sequence, user is allowed unlimited time to touch correct tiles and game is idle during this period. User can also touch tiles as fast as possible if user knows the correct pitches. Regarding touching a wrong tile in level: Touching an incorrect tile in level will result in an action based on whether user is playing level in Easy, Medium, or Hard. (Difficulty listed below) Regarding touching correct tiles: Each sequence is made up of multiple tiles: These tiles play specific floor pattern and must be followed to complete song. User repeats tiles to copy game tile pattern and if user taps the correct pattern, game moves on to play next sequence. Regarding completing every sequence and finishing level: When sequences are followed correctly to complete all sixteen tiles, the level is finished successfully. At this point player is rewarded by a complete 10 sec song jingle. Regarding knowledge of level currently being played: There is no indicator during the level play. However, song title with difficulty star level will be evident at level beginning and end. Regarding tapping redo button (round about arrow): If player selects redo button a message pops up asking to reset? clicking yes, they are automatically restarted at level beginning that was being playing. Regarding level score display: Pop up on screen right after completion and display in song list beside the difficulty star rating. (Refer to wireframe choose a song screen) DIFFICULTY LEVELS IN EACH SONG: INTEROPERABILITY: We will need to be able to programmically change some of these settings when testing game play esp for difficult levels EASY MODE: 4 note sequence x 4 = 16 notes played in linear pattern Each 4 note game sequence stays lit for user through end of the computer playing a sequence. User gets 2 tries at completing correct pitches during same level in this mode Computer speed of easy sequences sound bytes are about 80bpm (beats per minute) When a player selects a bad note and “bad note sound” is played. (refer to sequence description above) MEDIUM MODE: 4 note sequence x 4 = 16 notes played in linear pattern
  • 15. Notes light up as played by computer. Player must remember sound pattern to complete User gets 2 tries at completing correct pitches during same level in this mode Computer speed of medium sequence sound bytes are about 120bpm (beats per minute) HARD MODE: 4 note sequence x 4 = 16 notes played in linear pattern Only first sound tile in each sequence glows ready for user to guess rest of pattern using ear memory. (This single glow for user through end of the computer playing a sequence) User must tap only correct tiles every time. Failure to do so will result in level restart. Computer speed of hard sequence sound bytes are about 140bpm (beats per minute) Notice we may want to change the speed of the sequencing as we play test the game. We do not expect a custom interface but we do hope that when coding the functionality it will be a series of variables that can be changed easily to facilitate game play testing. Once we determine the exact BPM used for each difficulty level, these BPM times will stay as standered settings for all three albums in V 1.0 NOTE: You can use any standard metronome click to figure out the BPM settings for this.
  • 16. POINTS SYSTEM: Completion of each of the three difficulty levels gains player more points. Player must complete every level in order from easy, medium, to hard hence making each level mandatory to play 3 times if you desire maximum points. When a player completes easy level in a song he can either go to the next song in the album or replay that same song on a harder difficulty level. DIFFICULTY PROGRESS POPUP SCREEN After finishing level popup comes up after final song plays. This pop states: “Go fast and score more? Take me to the next song” Easy Max 200 pts User would have to repeat sequence within (60/levelBpm * 2) seconds for maximum score
  • 17. Each second longer a user takes would lower score by 1 point Wrong notes played by user deduct 20 points Medium Max 400 pts User would have to repeat sequence within (60/levelBpm * 2) seconds for maximum score Each second longer a user takes would lower score by 2 points Wrong notes played by user deduct 30 points Hard Max 600pts User would have to repeat sequence within (60/levelBpm * 2) seconds for maximum score Each second longer a user takes would lower score by 3 points Wrong notes played by user deduct 50 points You got 157 points out of 200points. Old scoring model: Completing easy level of a song = 100points Completing medium level of a song = 200points Completing hard level of a song= 300points Total = 600points possible for each level of song after all 3 levels of difficulty are achieved Max level of an Album with 9 songs is 5400 points INTEROPERABILITY : Different songs will have different points. Can we throw this into the XML file? GREG INTERACTION ANIMATIONS: Getting to know our game creature Greg. Greg is a small green funny sound creature. (Refer to Greg picture display) During game play, Greg hops along at screen bottom as user picks out sound tiles. Greg is our game cheerleader. If user hits correct sequences Greg is (happy animation.) We will have one tiff sheet for happy animation. When user hits incorrect tile Greg is (frustrated animation) and game automatically restarts based on difficulty level. We will have one tiff sheet for sad animation. During user deciding upon game choices Greg will display idle animations every 5 seconds then return to original motionless state afterwards for another 5 seconds before display again. For random in game & in menu animations: Idle tiff sheet X3 + between each random animation As computer plays Greg can idle thru this list:
  • 18. Also this list is for menus excluding “hunter tiff sheet” that only plays in game idle Greg Hunter tiff blink tiff sheet head scratch tiff sheet tongue-out tiff sheet Greg frustrated tiff sheet For gameplay Greg Animations we have: Greg happy tiff sheet - when player gets note sequence correct Greg sad tiff sheet - when player misses and must go back to start Greg jump tiff sheet - jumps forward as player taps sound tiles Greg eating tiff sheet - eats random food reward at end of song once player completes For gameplay Greg SFX we have: Level start SFX - plays when we first see screen after user selects song. Lose game SFX - Plays instead of Greg “sad sfx” when you run out of points Greg sad SFX- when player misses and must choose another tile Greg Happy SFX - plays at end of level with happy jump in between eating. Greg eating SFX - Plays as eating sound “crunch” noise each time food pops into mouth INTEROPERABILITY: Programmer needs to be able to add in new animations for later versions