To dos
- Create blog post
- Add to TAG and Speculative Play
- Send to press etc.
Create basic annyang voice commands (2018-04-12 13:54, Thursday)
Create basic “slide between x and y” instructions randomly generated (2018-04-12 13:35, Thursday)
Create acknowledgment of correct sliding (2018-04-12 13:35, Thursday)
Create basic connection between synthesis (e.g. tone) and sliding (2018-04-12 13:35, Thursday)
Make the version with the slider in its own little window (test in mobile)
Add a text panel to indicate instruction modifiers and other phrases
Add a progress bar (need to think about how this is going to look)
NAH Add numbers to the pips? (I feel like this is not very win95-y, but otherwise how do you know what the setting it?)
__IT’S BETTER IN THE PANEL I THINK__Highlight the setting to slider to on the slider (try this over the version where it’s in the panel)
Add some kind of timing requirement to stay on a selection before moving on to avoid mindless stroking
Add a popup dialog with a text to type in and test on mobile (make it modal)
Write a journal entry about sounds to figure out how they’ll work
Add sounds from Win 2000
__INDEED YOU NEED AN EVENT TO TRIGGER IT__Check iOS audio triggering issues on actual device
Add an application icon to load the game (gives us the music trigger too for iOS)
Add radio/checkbox/button for toggling ‘mood music’ on and off
Add array for strokes-per-range to emphasise higher stroke counts
Add array for stroke ranges to emphasise specific ranges
Add stroke timing (just frames between correct settings makes enough sense)
Shift arousal tracking to per-stroke, make sure notify is per range-change
Make a proper title card for when it’s ‘loading’
Add speed requirement (just slow, normal, fast perhaps - or even instead of normal just ‘indifferent’) and checking (maybe you have some number of ‘bad’ strokes before it notifies you, reset at each preference change)
Pretty sure it’s possible to have a new range start with the selection you’re already on? Bad. Easy fix too.
Add breathing sound fading in to progress (first approximation can just be a straight progress=volume)
HAVING PLAYED MORE I THINK I DISAGREE WITH THIS NOW Think about speed in relation to range size (slow on a short range kind of sucks)
Add ability to notify player of desired pace and range (e.g. in instruction try ‘Set me between 0 and 10 in fast alternation’)
Add array of text-input requests and correct answers
Add array of no-input dialog texts that are rewards for good play? (Bit weird if they interrupt, maybe not?)
Add ability to notify player of failure to match pace (e.g. in output), which builds to dialog notification
Add ability to notify player of good performance (maybe based on error rate) in output and in dialog
Consider a cooldown after all? Just a simple arousal going down over time, not as a punishment, but as an expressive possibility for the player?
The basic orgasm
Add ending as dialog box (tada, thanks), closing the dialog plays shutdown sound and goes back to desktop
Add sound constellation to ending
Add slider value twitching to ending
Add diminishing of ending
NO Add idea of application needing a cool-down (an hour or so?)?
NAH Add idea of setting a next date?
Add a readme.txt to the desktop that contains diegetic information about the experience
Speed up the slow? Slow down the fast? (Different values for mobile?)
NAH FUCK OFF Pips on both sides for mobile? “Handedness” as a UI element to position them? (ha ha, but probably really not enough room in the UI)
Work on the language a lot
YOU KNOW WHAT? NO. IT’S PLAYABLE AS IS I BELIEVE? THOUGH SHOULD DOUBLE-CHECK ON ACTUAL DEVICE SHIT Try to deal with the screen size of the iPhone 5/SE (sigh)
Check how well it renders on my phone
Consider issue of height of About (even on my iPhone when the full browser UI is visible you can’t see the full about, though you can see the full app) - smaller text? less text?
NOPE Can you bear trying to restyle jQuery version of radio buttons to have them look more ‘authentic’? (Almost certainly not.)
Check actual visibility of UI on iPhone SE (it it too long vertically? How fucked am I on the SE?)
Think about sound issues on iOS - test when and how you can trigger sounds in slide event (guess it’s maybe a version of mouse-moved?)
DID IT Consider removing positive feedback and input dialogs as too distracting
THE ABOVE SHOULD ELIMINATE THIS ERROR Fix glitch where you can end up with a feedback dialog still visible during the end game, confusing things and creating dual modals (this would be eliminated by the above decision if made)
SURE Make a trailer
NO NEED, IT’S RAINING NOW. Pray for rain
Take screenshots
Write the press kit