Todd Dunn Project. Reflex Speed: Improving Human Performance. Game Design Document By Zeph Fagergren & Rody Rodriguez

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1 Todd Dunn Project Reflex Speed: Improving Human Performance Game Design Document By Zeph Fagergren & Rody Rodriguez

2 Table of Contents I. Game Overview o Title o Design Goal o Target Audience o Game Terms o Scope II. Gameplay o Game Flow o Start Screen o Profile Screen o Tutorial Level o Select a Difficulty Screen o Select a Game Screen o Levels Warm Up Levels Action Levels o Results Screen o Game Play Mock Up III. Website & Database o Database Flowchart o Database Hierarchy Purchase Game Website Profile Creation Download/Install App Start App Check for Internet Connection Login Screen Profile Data Game Session Update Local File Check for Internet Connection Quit Game Logout o Website Flowchart

3 o Website Hierarchy Landing Page Profile Creation Screen Player Submits Form Admin Site (Database Frontend) Download Page Server SQL User Data (Database Backend) IV. Art Styles o Overall Art Theme o User Interface V. Game Input o Hands o Feet VI. Mechanics VII. Development Kit VIII. Looking Forward

4 I. Game Overview Title Reflex Speed Design Goal The main goal of this game is to test athlete s reflexes and coordination so that coaches and players can analyze data ascertain through the game that will help improve reflexes and coordination in their sport. Target Audience year old college athlete Baseball Catchers Hockey Goalies Coaches Other Athletes Potential Investors Todd Dunn This game will target players and coaches that like and understand video games and those that don t. Game Terms OVERALL GAME: The entire game and all its contents. START SCREEN: The Screen the player uses to start the game. LOGIN SCREEN: The signs into the game. PRACTICE MODE: An offline mode where the player can play the game. However, stats are not tracked nor uploaded to the Database. PLAYER PROFILE: This is where all the stats will be stored for each individual player. It will hold all the players stats from all of their game sessions. TUTORIAL LEVEL: A level to teach the player how to play the game. SELECT A DIFFICULTY SCREEN: The Screen where the player can select from 4 different Level difficulty options.

5 LEVEL DIFFICULTY: 4 different, selectable difficulties that affect how fast the player needs to interact with the reflex buttons. SELECT A GAME SCREEN: A Screen where the player can select from 3 available game types to play. GAMES: Game 1 3. GAME 1: Modern. 4 Warm Up Levels, 1 Action Level. GAME 2: Plasma. 4 Warm Up Levels, 1 Action Level. GAME 3: Radar. 4 Warm Up Levels, 1 Action Level. RESULTS SCREENS: Screens where the player will be shown their Game Session results and also their average times for up to 10 Game Sessions. INFOGRAPHICS: The Infographics Screen displays the average time based on the actual input the player is pressing into the game. Example: Right hand, left hand or a combination of right foot and left hand, etc. The screen also shows a pie chart showing the Hits, Misses, and Wrongs that occurred during the session. TREND: The Trend Screen displays a line graph tracking the overall average time for up to 10 Game Sessions. CHART: The Chart Screen shows the Hits, Misses, and Wrongs, the accuracy for each input by the player for each prompt presented in the game. WARM UP LEVEL: 1 of 4 levels that prepares the player for the Action Level by providing each type of input action that displays currently in the screen. ACTION LEVEL: The final level of a game session that follows a set of 4 Warm Up Levels. GAME SESSION: A game session is a full set of 4 Warm Up Levels and 1 Action Level. In other words, the time a player completes a level. REFLEX BUTTON: The object that will appear on screen for the player to input a button press or a stomp to interact with the button and toggle it on and off. MISDIRECT PROMPTS (!): The Misdirect Prompts is a Reflex Button used to ensure that the person is paying attention to the prompts. When these prompts show up on screen, the player is required not to hit any buttons on the controllers. The Misdirects are also not counted towards the amount of prompts left to be shown. In other words, if there are 5

6 Scope prompts left, when the Misdirect Prompt is shown on screen, after it exits the number left will not count down. REFLEX BUTTON TYPES: The actual input the player is pressing into the game. Example: Right hand, left hand or a combination of right foot and left hand, etc. DDR PAD: The input hardware for the player s feet. HYDRA CONTROLLER: The input hardware for the player s hands. STATS: The actual data that is being recorded and stored into a database that reflects the player s reflex results from playing a game session. Average Time per Instance: The average time for a particular session. Average Time per Session. The average time per played session. LOCAL FILE: The local file is the client file that is stored on the local computer running the game. DATABASE: The location where the player s stats will be saved for his/her player profile. The database will be saved locally and on a cloud based system. ADMIN: The person in charge of running the admin site and the database. ADIMN SITE: The Admin Site is where the Admin is able to activate, deactivate, and reset the profile accounts for the players. OVERALL THEME: The main art style for the game. THE OVERALL GAME will have a distinct theme that will contain 3 GAMES a player can choose. These 3 GAMES will each have unique and attractive art styles that lay over the core mechanics of THE OVERALL GAME. All 3 GAMES will target a different demographic. The 3 GAMES will encompass the same basic gameplay ideas but will be composed of different aesthetics to reflect a theme, and the overall UI of the game will match the main theme of the game. All 3 GAMES will contain 4 WARM UP LEVELS and 1 ACTION LEVEL.

7 II. Game Game Flow Game Flow Hierarchy START GAME/OPEN APP PROFILE LOGIN o If no internet connection or the player simply does not wish to track their data, there is a PRACTICE MODE for the player. START SCREEN OPTIONAL: TUTORIAL LEVEL SELECT A DIFFICULTY SCREEN (1 5) SELECT A GAME SCREEN o GAME 1 (Art Style 1) Play GAME 1 (Levels 1 5) o RESULTS SCREEN

8 o GAME 2 (Art Style 2) Play GAME 2 (Levels 1 5) o RESULTS SCREEN o GAME 3 (Art Style 3) Play GAME 3 (Levels 1 5) o RESULTS SCREEN During Gameplay, Players will see a (or multiple) REFLEX BUTTON(S) appear on screen within 4 quadrants representing either hands, feet, or both. The top two quadrants represent the player's hands while the bottom two represent the player s feet. If the player presses THE HYDRA CONTROLLER inputs or stomps on the DDR PAD inputs that correctly correlate with the REFLEX BUTTONS appearing on screen, the player will be given audio and visual feedback, and the REFLEX BUTTON(s)will disappear, and if pushed correctly, then displaying the time in which the button was pressed. However, if the player sees a MISDIRECT PROMPT on screen in the form of an (!), the player is required not to press any buttons on either the HYDRA CONROLLER or THE DDR PAD. Data regarding correctly activating the inputs on THE HYDRA CONTROLLER and/or THE DDR PAD, incorrectly activating the inputs, and the amount of time it took for a player to disable the REFLEX BUTTON(S) onscreen (by), is referred to as STATS. GAME SESSION STATS will be collected and stored in the game s DATABASE, and displayed to the player in two ways. First, STATS will be displayed for the player after each GAME SESSION on the various RESULTS SCREENS that includes the INFOGRAPHICS, TREND, and CHART. Second, STATS will be collected over multiple GAME SESSIONS. This data will be displayed in the individual TREND Screen. Each WARM UP LEVEL and ACTION LEVEL will record the player s STATS. This is done to track their progression through the GAME SESSION. All 5 levels will come back to back continuously until the player finishes the ACTION LEVEL (Level 5). Starting the Game The Player begins by double clicking the desktop icon. This action opens the game on a computer. Login Screen

9 Here, the Player will log into the game so as to ensure the data can be uploaded to the DATABASE. This also will act as a login for the PROFILE of the player so that they can have access to their PROFILE data. If there is no internet connection, or the player simply would like to play the game without saving information to the DATABASE, there is also a PRACTICE MODE. This mode allows the player access to the game without the need for an internet connection. Start Screen The START SCREEN (and all subsequent frontend in game screens until the GAME SELECTION screen) will depict THE OVERALL GAME art theme. This screen will have a giant start button that is displayed. It will be activated when a player presses the correct button on the HYDRA CONTROLLERS. If no one presses the button within 2 minutes, the games trailer will play so that people at the conference will walk by and be attracted to the game and want to play it. Profile Screen The PROFILE SCREEN will allow the Player to access the PLAYER PROFILE. Here, the Player will be able to view their personal profile as it pertains to their time with the game. The information that needs to be collected and stored into the PLAYER PROFILE is the following: Name Age Sport Position in Sport Height Weight The PROFILE SCREEN will ultimately enable the user to track their recent progress as well as the history of their performance. The profile information will also be stored on a cloud DATABASE. The game on initial load will compare the DATATBASE on the computer with the one stored on the cloud. Based on time stamp, the one that is latest file will override the other. Tutorial Level

10 If the Player is unfamiliar with the game, they will have the option of playing the TUTORIAL LEVEL. This level teaches the player how to play the game. The level s art style is a basic mockup of the Modern skin for the reason that it is the easiest visual style for the player to learn the game. The screen UI will tell the player exactly how to play and how to use the HYDRA CONTOROLLERS and the DDR PAD. Select Difficulty There are three things that affect LEVEL DIFFICULTY in the game. 1. Interaction Time: This is the amount of time available when the REFLEX BUTTON is on screen and available for player input. 2. Quadrant Axis Spot: The spot within the quadrant where the REFLEX BUTTON will appear. Static means that the REFLEX BUTTON spawns in its appropriate quadrant at (0, 0) on the axis. Dynamic means that the REFLEX BUTTON will spawn in a random spot in its appropriate quadrant that isn t at (0, 0) on the axis. 3. Delay Time: This is the time between the REFLEX BUTTONS toggling off and then the next one toggling on for the player to interact with. LEVEL DIFFICULTY will be placed on a scale of 1 4 (1 being the easiest difficulty and 4 being the extremely hard difficulty). The player will be allowed to select the difficulty they would like to try in the SELECT A DIFFICULTY SCREEN. This screen will show the 4 different difficulty options and explain how difficult they are with one word and a number. Difficulty names are as follows: 1. Rookie / Veteran / Pro / Champ Each of these four difficulties will be unique in these ways: Rookie: REFLEX BUTTON appears for 3 seconds before it disappears. The REFLEX BUTTON is static in its quadrant. The amount of time it takes for another REFLEX BUTTON to appear before the next one appears is 2 seconds. Veteran: REFLEX BUTTON appears for 2 seconds before it disappears. The REFLEX BUTTON is static in its quadrant. The amount of time it takes for another REFLEX BUTTON to appear before the next one appears is 1 second.

11 Pro: REFLEX BUTTON appears for 1 second before it disappears. The REFLEX BUTTON is static in its quadrant. The amount of time it takes for another REFLEX BUTTON to appear before the next one appears is a ¼ second. Champ: REFLEX BUTTON appears for 1 second before it disappears. The REFLEX BUTTON is dynamic in its quadrant. The amount of time it takes for another REFLEX BUTTON to appear after the previous one disappears is 0 seconds. The next REFLEX BUTTON should appear right away. All difficulties will work the same for all 3 GAMES. Select a Game Screen The SELECT A GAME SCREEN allows the player to select 1 out of the available 3 GAMES that THE OVERALL GAME has to offer. Each of these GAMES will have a completely different look and art style, but will all have the exact same mechanics. The idea behind having 3 GAMES is to cover a wide range of play styles and player types. Levels There will be 5 levels that the player will go through before they get to see their STATS on the RESULTS SCREEN. The first 4 levels will be the WARM UP LEVELS and the last level will be the ACTION LEVEL where the player will be thrown a longer level that randomizes what the player experienced in the WARM UP LEVELS. STATS from all 5 levels will be recorded, displayed, and stored to the player s PLAYER PROFILE and will be available for analysis from the PROFILE screen. Warm Up Levels The Warm Up Levels will be designed to prepare the player via getting their reflexes moving and reacting to the game. These 4 levels will introduce to the player and direct the player to work on each possible REFLEX BUTTON TYPE in the game individually, before bringing the player into the ACTION LEVEL where every possible REFLEX BUTTON TYPE will be required. Lastly, these levels will be short so that they prepare the player, but not so much that to will take from the more challenging ACTION LEVEL experience. REFLEX BUTTON TYPES: 1. Right Hand (RH) 2. Left Hand (LH)

12 3. Right Foot (RF) 4. Left Foot (LF) 5. Right Hand and Left Hand (RH/LH) 6. Right Foot and Left Foot (RF/LF) 7. Right Hand and Right Foot (RH/RF) 8. Left Hand and Left Foot (LH/LF) 9. Right Hand and Left Foot (RH/LF) 10. Left Hand and Right Foot (LH/RF) 11. Misdirect Prompt (!) WARM UP LEVEL 1: 5 Reflex Buttons, introduce RH, LH, RF and LF with random Misdirect Prompts. WARM UP LEVEL 2: 5 Reflex Buttons, introduce RH/LH and RF/LF with random Misdirect Prompts. WARM UP LEVEL 3: 5 Reflex Buttons, introduce RH/RF and LH/LF with random Misdirect Prompts. WARM UP LEVEL 4: 5 Reflex Buttons, introduce RH/LF and LH/RF with random Misdirect Prompts. These levels will visually display to the player the time it took them to react to each REFLEX BUTTON with their input, once it appears on screen. Example: A time display falls from the REFLEX BUTTON when input is received, and then quickly disappears. This will give visual feedback to the player how fast they have reacted to each REFLEX BUTTON displayed. Action Levels By the time the player gets to this level (Level 5), they should be fully warmed up and ready to get the most accurate STATS. This level will visually be akin in art to its previous WARM UP LEVELS. Nevertheless, what makes this level distinguish itself from the others is that it takes what the player experienced in the WARM UP LEVELS and randomizes them so that the player does not know what to expect. This helps accurately to track the reflexes for the player. Action Levels will be on a timer for approximately 20 Reflex Button prompts. Results Screen After the player plays through all 5 levels, they will be shown several RESULTS SCREENS INFORGRAPHIC, TREND, AND CHART. This screen

13 will show all of the player s STATS stored in their PLAYER PROFILE that has previously been recorded and compare them to the STATS they just received. This information will be stored so that the player can access their PLAYER PROFILE in another GAME SESSION and/or f the player is connected to the internet, eventually on a website to share with coaches and other players. Each RESULTS SCREENS displays the STATS differently. The INFORGRPAHICS Screen shows both the average time for each type of input and presents a pie chart displaying a percentage of the PLAYER s Hit, Misses, and Wrongs for the GAME SESSION. The TREND Screen displays the overall average times for up to the last 10 Game Sessions for the Player. Lastly, the CHART Screen provides a spreadsheet style presentation for the STATS collected in the session for each type of input. It also displays the Hits, Misses, and Wrongs with accuracy for each. Data Collection Each GAME SESSION will collect STATS for the player and store them into the DATABASE as well as the player s PLAYER PROFILE. Once the player finishes a GAME SESSION, the RESULTS SCREEN will display their STATS. Data Collected: Hits/Correct: The number of REFLEX BUTTON TYPES that were correctly input by the player.

14 Missed: Player didn t react quick enough to press the REFLEX BUTTON in time. Wrong: The number of REFLEX BUTTON TYPES that were incorrectly input by the player. Accuracy: This will show the percentage of hits the player got compared to how many hits were available. Reflex Time: The average time it takes the player to react to a REFLEX BUTTON TYPE input. Best Time: This is the player s personal best score for each category.

15 III. Website & Database Database Flow Chart Database Flow Hierarchy PURCHASE GAME o The PLAYER will begin by purchasing the game and afterwards link to download the game from the ADMIN or Todd. WEBSITE PROFILE CREATION o On the website, the PLAYER will create a profile. The PLAYER will first create a profile name and a password for accessing the website as well as for downloading the game (which is explained in detail in the next section). Afterward, the PLAYER will input the information used to track the data. The following data will be entered to generate the PLAYER PROFILE: Name

16 Age Sport Position in Sport Height Weight DOWNLOAD/INSTALL APP o After the PLAYER creates a profile, the game will now be available for download. At this point, the PLAYER will be able to download the game from the website and will be able to install the game onto their computer. START APP o The PLAYER here begins REFLEX SPEED. CHECK FOR INTERNET CONNECTION o After the PLAYER starts the game, the app will check for an internet connection. As noted earlier, checking for an internet connection before beginning the game helps ensure that the DATABASE is continually updated so the PLAYER is able to keep track of the game. Below details how the game will respond if there is and isn t an internet connection. *Internet Connection (Yes) Go directly to the LOGIN SCREEN. This will allow access to the base game as well as PRACTICE MODE, which allows the PLAYER an opportunity to play the game without saving the SESSION data. *Internet Connection (No) Go directly to the LOGIN SCREEN, but only allow access to the PRACTICE MODE. This mode allows the p PLAYER layer to access the game, but will not upload the data to the DATABASE. *Please note that the internet connection is only required for login and if during the time the player loses connection during a GAME SESSION, the game will still be available for play. LOGIN SCREEN o The PLAYER will use the profile information created on the website here to enter their profile name and password to play the game. Once the app verifies the credentials through the internet connection, the PLAYER will be able to access the game. o The PLAYER here also has the option to play the PRACTICE MODE in addition to the regular game if the PLAYER just wants to play the game without tracking

17 data. If the PLAYER does not have an active internet connection, the player will only be able to access the PRACTICE MODE option. PROFILE DATA After login, the game will compare the local profile database with the database on the cloud. This will be done by comparing the time stamp on the file. The following below is the process by the game will ensure an updated profile. o OLDER FILE If the game has an older profile data file for the player, the game will request a newer file from the DATABASE to replace the older file. o NEWER FILE If the game contains a newer profile data than the one on the cloud, the game will update the information on the DATABASE located on the cloud. o UP TO DATE If the profile data on the client file is the same as the one on the DATABASE, the game will retain the client file. GAME SESSION o Please refer back to SECTION II for detailed information regarding the gameplay flow. UPDATE LOCAL FILE o After completing a GAME SESSION, the new data will be updated into the client file. This data will be used to display the latest session, a trend for up to the last 10 sessions, and save for updating the database at the end of the time playing the game. From here, the game will then move to see whether is able to push the data onto the DATABASE. CHECK FOR INTERNET CONNECTION o At the conclusion of a gaming session and updating the LOCAL FILE, the game will once again check for an internet connection in order to update the DATABASE. Below is the sequence for checking the internet connection in order to update the DATABASE and clear the LOCAL FILE. No Internet Connection If the game does not detect an internet connection, the game will save the current LOCAL FILE and afterward logout. The game will then try to update the DATABASE upon the next login. Yes Internet Connection If the game determines there is a current internet connection and it is in contact with the server containing the DATABASE, the game will update

18 Website Flow Chart server DATABASE and clear local client to save room on the local computer. QUIT GAME o When the player is finished with the game, the game will then move to check to see whether it still has an internet connection in order to update the DATABASE. LOGOUT o The game will return to the login screen where the player either input a new PLAYER PROFILE or quit the game. Website Flow Hierarchy LANDING PAGE o The PLAYER will first begin at the opening screen on the Reflex Speed website. Here the PLAYER will locate the Create Profile link to create an account for themselves. PROFILE CREATION SCREEN

19 o The Create Profile link takes the PLAYER to a profile creation form. The form asks the PLAYER to submit the following: Username Password First Name Last Name Age Sport Sport Position Height Weight E mail address PLAYER SUBMITS FORM o If there is a connection to the server, the website will move to the frontend of the database. ADMIN SITE (DATABASE FRONTEND) Todd for Verification The website will automatically send the ADMIN, or Todd if he is the website and database, an whenever a PLAYER creates a new profile and desires to purchase reflex speed. PLAYER Waits for Download Link The Player will be greeted with a message informing them that they will be ed with a download link for the game once their account is activated. ADMIN/Todd Activates Account for PLAYER DOWNLOAD PAGE ADMIN, or Todd himself, will need to activate the account for the new PLAYER. The that is sent following the new PLAYER creating a profile, will contain a link to the Admin website for Reflex Speed. Here, the ADMIN will need to login to the ADMIN SITE. Once at the ADMIN page, the ADMIN will click on the Active tab to make the account active and afterward click the Update button to save the changes. with Download Link After the ADMIN activates the account, the ADMIN SITE will automatically the PLAYER with the download link.

20 o Once the PLAYER clicks on this link, it will take them to a page where the Player is able to download the game. When here, the PLAYER will need to left click on the Download graphic. This will take the PLAYER to a page in which they will be able to download the latest version of the game. SERVER SQL USER DATA (DATABASE BACKEND) o When the player creates a new profile and it is approved, the CLIENT will communicate with the server to update the game with the PLAYER information. This will also allow the game to communicate with the game. o Web Service The Web Service, the website for profile creation and downloading the game, communicates between the backend of the DATABASE and the CLIENT. The Web Service ultimately helps to keep the data up to date as noted in the DATABASE hierarchy. It helps to inform the XML File of the PROFILE for the PLAYER. o XML File The XML File is where the data is stored on the CLIENT side. The DATABASE updates the information as well as retrieves data after each GAME SESSION from the XML File. In this section, the XML helps to allow the PLAYER PROFILE to be accessed by the game. o Client/Reflex Speed Once the DATABASE backend is able to communicate to the game, it ultimately allows the player to access the game and the data associated with the PLAYER PROFILE.

21 IV. Gameplay Mock Up

22 Art Styles Overall Art Theme The combination of the human brain and technology doing great things together will inspire the main art style for the game. This theme will be the OVERALL THEME used throughout the game (excluding the theme belonging to the individual GAMES). However, player head s up displays (HUD) matching the OVERALL THEME will remain persistent throughout every unique GAME, giving the OVERALL GAME a consistent and cohesive visual story. User Interface The HUD matches this OVERALL THEME and it will overlay the art in the GAMES. Even though the GAMES will be styled according to the OVERALL GAME THEME, certain HUD elements in each unique game will be adjusted to fit the GAME S unique theme.

23 While the player is playing through Levels 1 5 the UI will display visual feedback of the time it took them to react to a button press so they know how fast they did it while they are playing. This time will quickly be displayed and afterward fade away. Game Input We will use two HYDRA CONTROLLERS for left and right hand inputs and a DDR PAD for left and right foot inputs. This combination of hardware allows the player to stand up while they are playing. Furthermore, development with the HYDRA hand inputs now allows for greater opportunity in the future to use accelerometer based player movements, which we believe is a promising direction for continued game development and any upcoming iterations of the game. It also helps to prevent people from pirating the game since they will need access to the hardware to play. Hands Feet

24 Mechanics Menu Navigation / Selection: The player will be able to navigate the menus and scroll through data using the hand (HYDRA CONTROLLER) and feet (DDR PAD) inputs. Reflex Buttons: These buttons will be the objects the player will see on screen that will correspond to the button that will need to be press. Once is correctly pressed, the button will toggle off. Misdirects: Pseudo buttons the player needs to avoid when they are displayed on the screen. Reflex Counter: This counter is the mechanic that measures the time it takes the player to press one of the inputs after the corresponding Reflex Button appears on screen. This counter will start the same time the button appears and turn off as soon as the player enters the input. If there is a combination of buttons to be pressed, the last time will be the one tracked for the reason that it represents the time to complete the combination. The player will visually see this time for a moment on screen after they press the input. The number will represent the time to the thousands level. These STATS will be displayed in the player s PLAYER PROFILE, and stored in the game s DATABASE. Reflex Buttons Left Counter: The counter will be displayed on the HUD on the right side of the screen. It is used to inform the player on the amount of times the Reflex Buttons will appear on screen with the exception of the Misdirect Prompt which does not reduce the number of Reflex Buttons left. The counter acts similar to a timer for the player since it details how many events are left. Once the counter reaches zero, the current level will end and the game will proceed to the next level. This cycle repeats until the player finishes the ACTION LEVEL. Stat Display & Capture: The player will have their gameplay results recorded into a database that is displayed to the player in the upper left hand

25 side of the HUD. After the Player completes all 5 levels, the game will collect STATS, store them in the DATABASE, and then display them to the player on the RESULTS SCREENS after they finish the ACTION LEVEL. View Results: The player will be shown their STATS on the RESULTS SCREEN after they complete the ACTION LEVELS. These STATS will stay on screen until the player is done viewing them and selects between two buttons, Play Again or Quit. The RESULTS SCREENS (INFOGRAPHICS, TREND, and CHART) will show the player s most recent STATS from the GAME SESSION they just completed as well as all previous STATS from other GAME SESSIONS. The TREND screen will display the last 10 GAME SESSIONS. This will allow the player to compare their STATS they just did with past STATS so that they become motivated to want to play again to try to top their previous STATS while simultaneously improving their reflexes. Development Kit We will be using Unity as our game development so that we can rewrite the game code from scratch and make it have better functionality then the previous build that was handed to us. Unity will allow us to have a smooth development process with code, allow us to use awesome art, and it can handle both our hand and feet inputs very well. Looking Forward

26 In the future, given additional time and additional resources, we believe that we could add functionality and features to this iteration of the game which would greatly enhance the current player experience, grow and expand the game s overall demographic base and application, and more thoroughly deliver on the overall intent of the game design though the incorporation of cloud technology and social networking, and implementation of state of the art input devices, analytic tools and researched based evaluation/training methods, including (but not limited to): Unlimited number of additional GAME THEMES. Maybe as DLC (free or priced). Input information such as profile name and password through the game using the HYDRA CONTROLLERS. Capture Use the data from the capture form the player fills out to keep them up to date with the game as well as target them for future marketing campaigns. Website to handle the DATABASE, PROFILES and STATS so that anyone can access their information from the game anytime, anywhere. More stats displayed in the game and/or on the website. The STATS collected and tracked on the DATABASE can be displayed to the player and coaches in many different ways in the future such as comparing Players stats with other players. Global Competition: Compete with friends, coaches, and other players around the world by viewing other s STATS and PLAYER PROFILES from any computer In game achievements such as hot streaks or best scores. Also, the speed in which the player hits a prompt could correspond to a point value. For example, hitting the button at 0.5 could be worth 50 points and 1.0 could be worth 25 points and so on. New game modes such as an unlimited mode in which the game becomes increasingly harder as the prompts are displayed. Only when the player gets a wrong or a miss the game ends therefore see how far a player can go before losing. Split screen competitive modes in which players can play against each other to see who gets the fastest and most accurate overall score. Team completive mode in which teams of 2 players compete against other teams on the same computer or over a local network. Social Achievements: Just like XBOX s Achievement System or Sony s Trophies, we want to add in social achievements that increase replay value, motivation to play, and the general demographics we are shooting for. This system can possibly have a real world reward system that could reward players with real products if they get some or all of the social achievements.

27 Accelerometer vs. Button Mashing. Looking into development for inputs that allow more movement that can be more accurately capturing reflex reactions in athletes. A version for the MAC OS or even a mobile version of the game. Possible Hardware: Nike Wristbands, Playstation Move, Kinect 2.0, and the Sixense are all possible hardware we could use with this game in the future to help capture investor s interest.

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