This is documentation of my work and questions throughout the semester
Horse at rest displays blinking “START GAME”
When horse is first moved Countdown visual begins and countdown sound plays
Question: at end of countdown can I get rid of 0 and just disply text?
Countdown finishes, few seconds go by, Flame animation begins
Game Music Starts (Player has a certain amount of time to complete action 60sec?, this will be insinuated by Pop Goes the Wheesle)
Each push rewards a randomized image of destruction/childhood pulled from an array
If first round of images are all used, next file contains same set of images but adjusted by filters, posterize & invert and are then randomized, next set adjusted more ensure enough images for any amount of ride (deteriorating of images)
images build on top of eachother overlaying obscuring the animation making it harder to see, makes it more overwhelming, the destruction dosent leave
After certain amount of pushes, noise is played (horse neighs? children laugh screams)
as time goes on sounds become more frequent, loud and intense adding suspense
Count down when 5 seconds left to encourage greater participation
“TIMES UP.” text displayed
PLAY. SLEEP. BURN. REPEAT. displayed one after the other
HIGHSCORE vs YOUR SCORE
High scores (top 3) displayed first display one after other not all at once and then current player score to show how they compare, after should keep interest a tad longer
Compare current player with top three scores:
Player ends and gets off horse
When motion stops for certain time (20 sec) the animation stats back at beginning “START GAME” screen
Store various images and randomize the array without repeating within groups
store the ending results of each game played and then pull from these results
have a set amount of time for each persons experience, one minute? 60sec?
Store sounds to be played