Dunwich Horror Application
description
Transcript of Dunwich Horror Application
Compendium: The Dunwich Horror Application Interaction Desgin and wireframe Document.
Document Created By: Nancy Yu Wen SunDate: June 18th 2010
Design Guide
1 interactive element per chapter.Sleep mode when user leaves the app for a extensive amount of time.
IndexBookmarkNavigation tool* Font size* Search bar* Positive and negative alteration
If restricted:Force the user to use it chronologicallyDefeats the purpose of an indexCan be used as a bookmark
If not restricted:Allows the user to enjoy just the games freely. (Needs to gray out chapter 9 or 10 so the user won’t be confused)serviced the index as a toolEncourage a non-linear experience, not chronologically
Does the index need to be restricted?
Are we creating a book experience as priority or game experience?
Reward after all chapterChapter 10 depends on completion of all chapters
Book Game
Requiremnt
Questions
Index
Reset
Movie
3D Monster
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5
Book MarkDunwich
Landscape
Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10
Inventory Info and Hints
Cover
Dunwich Horror: Site Structure
Unlock the link once all the chapter is played
Chapter short cuts will appear in index.
Where all the symbols are stored when found in each chapter.
Provide a two line hints for each chapter’s game.
Reset all the history to the original state so the user can experience the story again.
When Closing the Application. The Application remember where the user left off.
When user leave the page alone for over X min, vines grows and turn into landscape
Bird eats soul (Bird eats all the letters of SOUL, and user gets a symbol)
On a star wheel you place the 9 symbols you have received throughout your ex-perience to unlock the 10th and final symbol, and you will unlock the 3D monster
User has to light the candle with the matches for the symbol to appear.
Look for the branded symbol mark on the cow in the group.
Pin all the body parts together for the symbol to appear.
An important date is within the text of the chapter. Use the dial to input that date for the symbol to appear.
Card with holes, find all the words and you get a symbol.To know how to place the cards reference stain marks.
Use the invisible monster to destroy the villages on the page.
Destroy the forest by shaking the ipad hard to get a symbol
You hear a song and you have to replay it. Example: There is a fire with trees around it, The trees make a sound (Replay the song, Get a symbol)
Starts
End
Start and End
Actions apply to all chapters
Actions
Universal function within site
Page
1
7
2
3.1 3.2 3.3
5 6
6.26.1
3.4 3.5 3.6 3.7 3.8 3.9 3.10
4
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Horizontal Grid
Vertical Grid
Universal Stationary Area
Stationary Graphic
Interactive Graphic (Reacts to Interactive Object)
Interactive Object (Moveable)
Button
Interactive Are a
Design Grid
Icon Index
The Grid display will be the main design frame for the graphics.
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Overall Magazine Tool Bar
The Magazine tool bar will be the overall control of the application which will not be defined in this document.
Text Box
The text box is the set region for the original “Dunwich Horror” text display.
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384 px
Navigation Tool
The Navigation Tool Bar is the page selector for the user to go through the pages. This control will hide when the user is reading the text or playing mini games. Only when the user tap the displayed region (image on the left) does the navigation tool bar appears.
Example:
pg 35 pg 39
6.1.1
6.1.2
6.1.3
6.1.4
6.1.26.1.3
6.1.46.1.1
Page number displayDisplay the number of pages in 5-page increments.
The page button display glows.
The page buttons display dim.
When clicking on this region, the display of pages up and down will appear.
Activate the page turns by SWIPE.SWIPE from Left to Right will go to previous pagesSWIPE from Right to Left will go to next pages
Current page display
Page Choice display
Before and after display display
Index Page
1.1
1.2
1.3
1.4
1.5
1.6
1.7
1.8
1.9
1.10
1.11
1.12
MovieON CLICK go to movie page.
ON CLICK go to Chapter 1.
ON CLICK go to Chapter 2.
ON CLICK go to Chapter 3.
ON CLICK go to Chapter 4.
ON CLICK go to Chapter 5.
ON CLICK go to Chapter 6.
ON CLICK go to Chapter 7.
ON CLICK go to Chapter 8.
ON CLICK go to Chapter 9.
ON CLICK go to Chapter 10.
The button graphic should display sealed before the chapters are completed.Display only when all the chapters completed.ON CLICK go to 3D Monster.
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
3D Monster (hidden)
1.2
1.3
1.4
1.5
1.6
1.7
1.8
1.9
1.10
1.11
1.12
1.1
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Chapter 1
Active Area
Bird
The interactive area where the objects can dragged around within the boundary.
After DRAG AND DROP all the Words (3.1.3 - 3.1.6) into Bird, the Bird will display Symbol 1 (3.1.7).
DRAG AND DROP to the Bird (3.1.2).
DRAG AND DROP to the Bird (3.1.2) only after Word S (3.1.3).
DRAG AND DROP to the Bird (3.1.2) only after Word O (3.1.3).
DRAG AND DROP to the Bird (3.1.2) only after Word U (3.1.3).
APPEAR only after all the Words (3.1.3- 3.1.5) were DRAG AND DROPPED into the Bird (3.1.2).
After APPEARING for 2 sec the Symbol is stored into Inventory Page.
Word S
Word O
Word U
Word L
Symbol 1
3.1.1
3.1.2
3.1.2
3.1.33.1.3
3.1.3
3.1.43.1.4
3.1.5
3.1.5
3.1.6
3.1.6
3.1.7 3.1.7
3.1.23.1.1
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Chapter 2
Active Area
Candle Wick
Match
Match Box
Symbol 2
The interactive area where the objects can dragged around within the boundary.
The Candle Wick emits smoke. When a lit Match (3.2.3) is DRAGGED the Candle Wick will light up and Symbol 2 (3.2.4) will display.
The Match will be lit when DRAGGED in FAST MOTION on top of Match Box (3.2.4). The Match will emit smoke after 10 SEC.
Stationary Image that has a interactive area to LIGHT the Match.
APPEAR only the Match (3.2.3) is DRAGGED to light the Candle Wick (3.2.2).
After APPEARING for 2 sec the Symbol is stored into Inventory Page.
3.2.1
3.2.2
3.2.3
3.2.4
3.2.4
3.2.5
3.2.5
3.2.2
3.2.1
3.2.3
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Chapter 4
Active Area
Start / Restart Button
Trees
Symbol 4
The interactive area where the objects can dragged around within the boundary.
ON CLICK start the game.ON CLICK Restart the game.
The Trees will Glow and make a Musical Note. CLICK the Trees’ Glow sequence.
APPEAR only after the cor-rect sequence of Tree Glow is CLICKED.
After APPEARING for 2 sec the Symbol is stored into Inventory Page.
3.4.1
3.4.1
3.4.2
3.4.2
3.4.33.4.3
3.4.4
3.4.4
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Chapter 5
Active Area
Year Dial
Month Dial
Date Dial
Symbol 5
Marker
The interactive area where the objects can dragged around within the boundary.
Show different Years. ROTATE by DRAGGING to line up with the Marker (3.5.5)
Show different Months. ROTATE by DRAGGING to line up with the Marker (3.5.5).
Show different Dates. ROTATE by DRAGGING to line up with the Marker (3.5.5).
Line up the Year (3.5.2), Month (3.5.3), and Date (3.5.4).
APPEARS after all the correct Year, Month, and Date is aligned with the Marker (3.5.5).
After APPEARING for 2 sec the Symbol is stored into Inventory Page.
3.5.13.5.1
3.5.2
3.5.2
3.5.3
3.5.3
3.5.4
3.5.4
3.5.6
3.5.6
3.5.5
3.5.5
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Chapter 8
Active Area
Card
Card Hole
Card Stain
Page Stain
Symbol 8
The interactive area where the objects can be dragged around within the boundary.
DRAG to place to Card on the pages. ROTATE the Card to page the Card Stain (3.8.3) with Page Stain(3.8.4)When Page is TURNED the Card is SURFACED on top and can be used in the Next Page.On the Last Page of Chapter 8 The Card STAYS with the Page.
The Card Holes FILL UP with Words when each Card Stain (3.8.3) is MATCHED with Page Stain (3.8.4).
Matches with the Page Stain (3.8.4).
Matches with the Card Stain (3.8.3).
3.8.13.8.1
3.8.2
3.8.2
3.8.2
3.8.2
3.8.3
3.8.3
3.8.4
3.8.4
3.8.5
3.8.5
APPEAR when all the Card Hole (3.8.2) are FILLED
After APPEARING for 2 sec the Symbol is stored into Inventory Page.
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Chapter 10
Active Area
Symbols Interactive Area
Symbols 1-9
Symbol 10
The interactive area where the objects can dragged around within the boundary.
The Interactive Area to DRAG AND DROP Symbols(3.10.3) from Inventory (5).
DRAG AND DROP from Inventory (5) or Page to Place at the RIGHT Symbols Area (3.10.2).When DRAG AND DROP to the WRONG Symbol Area (3.10.2) the Symbol STAYS on the Page.
APPEAR when all the 9 Symbols (3.10.3) are PLACED CORRECTLY. ON CLICK Placed to the last Symbol Interactive Area (3.10.2)
3.10.13.10.1
3.10.2
3.10.2
3.10.3
3.10.3
3.10.4
3.10.4
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Inventory Button
Gray Box for Inventory Button display.
Inventory Button. ON CLICK, Opens Inventory Pop Box
Page Scroller
5
5
5.1
5.1
6.3
6.3
Inventory: Grid style
6.3
6.3
5.1
5.1
5.2
5.2
5.3
5.4
5.5
5.5
5.4
Inventory Background
Symbols
Upper Tool Bar
Index Button
Movie Button
Page Scroller