The most important aspect of the system is game play. In design, the system copies the familiar elements of popular game apps so people know how to use it.
System logins in players for the first time. I am currently doing mockups of the Game Play Screens which will be adde to this site as they are avaiable.
After login, it presents a view of lessons and levels, current player status and access Battle and Challenge Modes. allowing them to access completed Lessons and see future lessons. Player uses this screen to select a Lesson to play but at this main screen, the player sees their current status: number of lives, current level, battle points, challenge points, Coins. This screen will be designed so that it is customizable at Game setup with background image and grapic element for lessons, lives, coins, etc. This main screen allows player to go to a subscreens. Among these subscreen are:
• Game Options Screen: sound effects, music, etc. Selecting a level goes to the play screen.
• Player Information Screen allowing player to enter gamer ID, pick image, etc.
• Item Purchase Screen: allowing user to purchase coins for money and lives, etc. for coins.
• Play Screen: The screen used for Lessons, Battles, and Challenges.
After selecting a Lesson, Battle, or Challenge, player see the play screen. The Play Screen displays basic status information, Question Progress, Question Context, Competing Statements. Basic Status includes information such as elapsed time, number of current question, total question, and current score, and life status (determined by number of bad answers. Question progress area displays graphic elements representing questions, current question flashes, past questions are shown as red, bad answers, or green, good answers. Colors are designer selectable at game design level. Question context area show context for current Question, which could be an actual question and supporting material such as an illustration. Two Competing Statements are show on their own lines below Context area.
Using Play Screen'
User swipes incorrect statements to the left and correct statements to right (or vice versa, a selectable option). Sides of screen are marked green and red to indicate right and wrong. Initial questions and levels offer one correct and one wrong statement so swiping one statement to right automatically moves the other one left. More advanced levels allow both statements to be wrong or right.
After both statements are swiped, user finds out if their responses were correct or wrong via feedback. User can spend a coin to redo wrong answers. Progress area changes color of the answered question element to red or green. The flashing element moves forward in area. Next context (if different) then displays. Player sees next two statements.
Depending on the number of Questions in Lesson, only a certain number of bad answers are allowed before the Lesson is lost. For example, if passing level is 75% (designer selectable), the percentage of allowed bad answers for any lesson would be 25%. The “life meter” in Play Screen starts turning from green to red as bad answers mount up. When the 25% level is reached, the Player “dies” and lesson ends no matter how many questions are left. Thus a player wouldn’t necessarily see all the questions their first several times playing.
This basic design is also used for the Battle and Challenge Play. The biggest difference in these modes, are how the questions are selected, but there are also slight variations in display. For example, in the challenge mode, instead of a “life meter” system would show “balance of power” where gage shows which player has the most right answers.