PLAYER USE CASESContents- Player boots game
- Main Menu
- Login Options Menu
- Login
- New account
- Delete account
- Play now option
- Browse High Score List
- Choose song
- Choose SP game mode
- SP Freeplay mode
- SP Challenge mode
- End of Round
P1: Player boots gamePurpose: Initialize game and enter user data NARRATIVE: The user double clicks on the game icon. The game loads a splash screen with logo and title. This screen is displayed while a title song plays. It then asks the player if he or she has played the game before. If the answer is "no," then the game goes to the tutorial. On a "yes" answer, the game proceeds to the main menu. Exceptional event: Errors during loading, e.g. missing files RELATED USE CASES: Login, New Account, Manage Account DESIGN NOTES: All screens are visually appealing with large print and graphics for users with low vision levels. P2: Main MenuPurpose: Give player Login, Play, Quit, and Setup options. NARRATIVE: The game loads a screen with four options: Login, Play now, Setup, and Quit. On load, the game reads the current game status to the player and tells her if she is logged in or not. The player uses the up/down arrows on the mat to scroll through game options and uses the right arrow to choose an option. When the player scrolls to a new option, that option is stated out loud to the player. When the player chooses an option, the game loads an appropriate screen for that option. When the player chooses "Quit," the game exits. The mat controls are mapped to two different keyboard layouts. Their functions correspond to the arrows in similar locations on the mat: Numberpad: and Exceptional events: missing files Related use cases: Login Screen, Setup Screen P3: Login options menuPurpose: Present the player with the options to create an account, log in to an existing account, delete an account. NARRATIVE: The game loads a screen with four options: "Login," "Create new account," "Delete account," and "done." Navigation is identical to case P2. When the player chooses an option, the corresponding screen loads. Related use cases: Login, Create account, Delete account P4: LoginPurpose: Locate account where player's preferences and progress are stored and load the corresponding information from file system. NARRATIVE: The game prompts the player to type in the name of an existing account. The name appears on-screen in a large text box. To escape, the player hits escape or enters "quit." The player can also hit the left-middle arrow on the mat to leave this screen. If the game finds the player's account, it gives a verbal success message and returns to the Login Menu (P3). If the game can't find the name the player enters, it gives a verbal warning and allows another name to be entered. Exceptional event: File not found RELATED USE CASES: New Account, Delete Account P5: New AccountPurpose: Create account to store player's preferences and progress NARRATIVE: Game allows player to type name into text box. If an account with that name already exists, the game gives the player a verbal warning and allows the player to enter another name. Otherwise, it gives the player a verbal success message and returns to P3. RELATED USE CASE: Login, Delete Account P6: Delete AccountPurpose: Allow player to delete existing account. NARRATIVE: Player types in name of existing account. If delete is successful, the game gives verbal success message and returns to P3. If unsuccessful, it gives verbal failure warning and allows entry of another name. Player can quit out of this screen by hitting escape or typing "quit" at the name prompt. P7: Play Now OptionPurpose: Presents game modes, difficulty settings, and play option. NARRATIVE: The screen lists these options in this order: Choose mode, Choose difficulty level, Play now, Done. The player uses the mat to scroll through the list: up/down scroll and middle-right chooses an option. Middle-left returns to the main menu screen (P2). As the player scrolls through the options, the game says them out loud. When the player selects the "Choose mode" option, the game toggles through the two gameplay modes: Freeplay and Challenge mode, reading the current mode out loud. When the player selects the "Choose difficulty" option, the game scrolls through three difficulty levels: "easy," "normal," and "cruel," reading the names out loud as it goes. If the player chooses "Play Now," the game launches with the current options. If the player chooses "Done," the menu returns to the main menu (P2). Exceptional event: Challenge mode can't be chosen unless the player is logged in. Related use cases: Play game P8: Browse High Score ListPurpose: Display and play list of best-scoring players. NARRATIVE: The player uses the mat to scroll through the High Score List. Left and right arrows scrolls to next/previous name. The up arrow returns to the parent menu. When the game scrolls to a new name, the name is spoken out loud in the player's own voice and the score is read electronically. When the last name is reached, it loops back to the first name. The screen shows a large-type list of player scores in a colorful typeface. The number of scores displayed depends on the screen size and size of the numbers. It scrolls up and down as needed to keep the score being currently read on screen. P9: Choose SongPurpose: Allows player to choose the song for the next round. NARRATIVE: This screen appears after the player has chosen "play now" in case P7 but before the game screen starts. There are two menus depending on which mode the player has chosen. If the player is in freeplay, the game displays a list of available songs and the player chooses one using up/down/right arrows on the mat. When a song has been chosen, the game continues to the play screen. If the player is in challenge mode, two lists are displayed: available levels, and songs available for that level. The player chooses from the level list first using the mat and then the available song list is updated based on which level is chosen. Once a song is chosen, the game continues on to the play screen. (SP Freeplay P10 or SP Challenge P11) Exceptional Event: No songs present in system. RELATED USE CASE: P10: SP Freeplay modePurpose: Free play in which player can dance as desired yet still earn points for hitting the beat. NARRATIVE: The game reminds the player of the general rules of free play (“Dance how you want. Earn points by keeping the beat.”). It reads a short countdown, and the song starts. The song plays and player is free to dance and hit any button on the map in any order. Points are earned as player hits beats within tolerance according to difficulty level. If the player knows a combo or hits one by accident, the game awards extra points. Combos are listed in the Combo section of the design document. Points are earned according to the Scoring section of the design document. The round ends when the song is over and control passes to the End of Round screen (P12). The player may quit the round at any time by hitting the Escape key. P11: SP Challenge ModePurpose: Player learns combos and carries them out as determined the game calls them out. NARRATIVE: The game reminds the player of the Challenge rules (“I'll teach you some moves, and then when I call them out, you'll get a bonus for doing them right. In between, you're free to dance however you want.”). There's a short countdown and the song starts. The game teaches a combo, then asks the player to repeat it back. If the player is successful, the game teaches another one. If not, it gives the player some free dance time and then teaches the combo again. The game will ask for old combos in after teaching new ones. Once the player has learned a few, the game will call out several in a row. The player scores more points with better accuracy and a higher number of steps are involved. See design document for details. When the song is over, the round is done and the game returns to the End of Round screen (P12). The player may quit the round at any time by hitting the Escape key. P12: End of RoundPurpose: Display score and give player choice of playing another round. NARRATIVE: This screen congratulates the player for completing a song. It also displays a list of global and personal song records. The user can choose to have the either list read out loud, or can return to the song chooser screen (P8).
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