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Okay, here is an implementation-grade detailed plan for an interactive demonstrator focusing *only* on the **core game mechanics** of **Tower Text Twist**. The goal is to create a minimal, functional prototype suitable for gathering user feedback on the core loop's feel and clarity, using a limited codebase (e.g., achievable by 1 developer in a short timeframe).  **I. Demonstrator Overview & Goal**  *   **Purpose:** Validate the core word-finding loop: presenting letters, user input, validation, scoring, height point generation, and timer pressure. *   **Target Experience:** Allow a user to play one or more timed rounds, understand how to form words, see immediate feedback on validity, and observe how score and height points accumulate. *   **Scope Limitations (Crucial for Limited Codebase):**     *   **NO Meta Game:** No visual tower, no milestones, no themes, no long-term progression saved.     *   **NO Idle Element:** No passive point generation.     *   **NO Complex Letter Generation:** Use a fixed, predefined set of letters for all rounds of the demo (e.g., 'A', 'E', 'S', 'T', 'R', 'N').     *   **NO Advanced UI/Polish:** Basic, functional UI only. Minimal animations or effects.     *   **NO Sound (Optional):** Sound effects are secondary; can be added if time permits but are not core to the mechanic validation.     *   **NO Monetization Hooks:** No ads, no IAP prompts.     *   **Simplified Dictionary:** Use a relatively small, curated word list focusing on common English words of 3-6 letters derivable from the chosen letter set. *   **Platform:** PC Build or WebGL build (preferred for easy distribution for feedback).  **II. Technology Stack**  *   **Engine:** Unity (Recommended for ease of UI, component structure, and potential future expansion). *   **Language:** C# *   **IDE:** Visual Studio / VS Code / Rider  **III. Key Components & Scene Structure (Unity)**  1.  **Scene:** `CoreMechanicsDemo` 2.  **Main Camera:** Standard setup. 3.  **Canvas (UI Root):**     *   **Panel\_LetterArea:** Holds the letter tiles.         *   **LetterTile (Prefab):** Represents one available letter. Contains:             *   `Image` (background)             *   `Text` (displaying the letter)             *   `Button` (for interaction)             *   `LetterTile.cs` (Script)     *   **Panel\_InputDisplay:** Shows the currently selected word.         *   `Text_CurrentWord`: Displays the sequence of selected letters.     *   **Button\_SubmitWord:** Button to submit the selected word.     *   **Panel\_GameInfo:** Displays scores and timer.         *   `Text_Timer`: Shows remaining time.         *   `Text_Score`: Shows current round score.         *   `Text_HeightPoints`: Shows current round height points earned.         *   `Text_FoundWordsCount`: (Optional) Shows how many words found this round.     *   **Panel\_Feedback:** Displays messages to the user.         *   `Text_FeedbackMessage`: Shows "Valid Word!", "Invalid Word", "Already Found", "Time's Up!". Fades out after a short duration.     *   **Panel\_Control:** Holds start/reset buttons.         *   `Button_StartRound`: Initiates a new round.         *   `Text_Instructions`: (Optional) Simple text: "Find words using the letters above. Click letters to select, click Submit." 4.  **GameManager (Empty GameObject):**     *   `GameManager.cs` (Script - Singleton potentially useful)     *   `WordValidator.cs` (Script - Can be separate or part of GameManager)  **IV. Core Scripting Details**  **1. `GameManager.cs`**  ```csharp using UnityEngine; using UnityEngine.UI; using System.Collections; using System.Collections.Generic; // For Lists  public class GameManager : MonoBehaviour {     // --- Inspector References ---     [Header("UI Elements")]     [SerializeField] private Text timerText;     [SerializeField] private Text scoreText;     [SerializeField] private Text heightPointsText;     [SerializeField] private Text currentWordText; // Reference to InputDisplay's text     [SerializeField] private Text feedbackText;     [SerializeField] private Button startRoundButton;     [SerializeField] private Button submitWordButton;     [SerializeField] private GameObject letterTilePrefab;     [SerializeField] private Transform letterAreaPanel; // Parent for letter tiles      [Header("Game Settings")]     [SerializeField] private float roundTimeSeconds = 60f;     [SerializeField] private char[] availableLetters = {'A', 'E', 'S', 'T', 'R', 'N'}; // Fixed for demo      // --- Game State ---     private enum GameState { Idle, Playing, RoundOver }     private GameState currentState = GameState.Idle;      private float currentTimer;     private int currentScore;     private int currentHeightPoints;     private List<string> foundWordsThisRound = new List<string>();     private List<LetterTile> currentLetterTiles = new List<LetterTile>();     private string selectedWord = "";      // --- Dependencies ---     private WordValidator wordValidator;      void Start()     {         wordValidator = GetComponent<WordValidator>(); // Assumes WordValidator is on the same GameObject         if (wordValidator == null) {             Debug.LogError("WordValidator component not found on GameManager!");             return;         }         wordValidator.LoadDictionary(); // Load words on start          // Initial UI State         startRoundButton.onClick.AddListener(StartRound);         submitWordButton.onClick.AddListener(TrySubmitWord);         submitWordButton.interactable = false;         feedbackText.text = "";         UpdateUI();     }      void Update()     {         if (currentState == GameState.Playing)         {             currentTimer -= Time.deltaTime;             if (currentTimer <= 0f)             {                 EndRound();             }             UpdateUI(); // Update timer display constantly         }     }      void StartRound()     {         currentState = GameState.Playing;         currentTimer = roundTimeSeconds;         currentScore = 0;         currentHeightPoints = 0;         foundWordsThisRound.Clear();         selectedWord = "";          // Clear previous tiles and create new ones         foreach (Transform child in letterAreaPanel) { Destroy(child.gameObject); }         currentLetterTiles.Clear();         foreach (char letter in availableLetters)         {             GameObject tileGO = Instantiate(letterTilePrefab, letterAreaPanel);             LetterTile tile = tileGO.GetComponent<LetterTile>();             tile.Setup(letter, this);             currentLetterTiles.Add(tile);         }          startRoundButton.interactable = false;         submitWordButton.interactable = true; // Enable submit when playing         ShowFeedback("", 0f); // Clear feedback         UpdateUI();     }      void EndRound()     {         currentState = GameState.RoundOver;         currentTimer = 0f;         startRoundButton.interactable = true;         submitWordButton.interactable = false;         DeselectAllTiles();         ShowFeedback("Time's Up!", 3.0f); // Show feedback longer         UpdateUI(); // Final UI update     }      public void LetterTileClicked(LetterTile tile)     {         if (currentState != GameState.Playing) return;          if (tile.IsSelected)         {             // Deselect - Remove last occurrence of the letter             int index = selectedWord.LastIndexOf(tile.Letter);             if(index != -1) { // Should always find if selected, but check anyway                  selectedWord = selectedWord.Remove(index, 1);             }             tile.SetSelected(false);         }         else         {             // Select - Add letter             selectedWord += tile.Letter;             tile.SetSelected(true);         }         UpdateUI();     }       private void DeselectAllTiles() {         selectedWord = "";         foreach(LetterTile tile in currentLetterTiles) {             tile.SetSelected(false);         }         UpdateUI();     }       void TrySubmitWord()     {         if (currentState != GameState.Playing || selectedWord.Length < 3) // Min word length 3         {            ShowFeedback(selectedWord.Length < 3 ? "Word too short!" : "Invalid action", 1.5f);            DeselectAllTiles();            return; // Don't submit if too short or not playing         }           string wordToCheck = selectedWord; // Keep a copy before clearing          if (foundWordsThisRound.Contains(wordToCheck))         {             ShowFeedback("Already Found!", 1.5f);         }         else if (wordValidator.IsWordValid(wordToCheck, availableLetters))         {             foundWordsThisRound.Add(wordToCheck);             currentScore += CalculateScore(wordToCheck);             currentHeightPoints += wordToCheck.Length; // 1 point per letter             ShowFeedback("Valid Word!", 1.5f);         }         else         {             ShowFeedback("Invalid Word!", 1.5f);         }          DeselectAllTiles(); // Clear selection after every submission attempt         UpdateUI(); // Update score/height points display     }      int CalculateScore(string word)     {         // Simple scoring: Length * 10 (e.g.)         return word.Length * 10;     }      void UpdateUI()     {         timerText.text = $"Time: {Mathf.CeilToInt(currentTimer)}";         scoreText.text = $"Score: {currentScore}";         heightPointsText.text = $"Height: {currentHeightPoints}";         currentWordText.text = selectedWord; // Display selected letters     }      void ShowFeedback(string message, float duration)     {         StopCoroutine("FadeFeedback"); // Stop previous fade if any         feedbackText.text = message;         if (duration > 0)         {             StartCoroutine(FadeFeedback(duration));         }     }      IEnumerator FadeFeedback(float duration)     {         yield return new WaitForSeconds(duration);         feedbackText.text = "";     } } ```  **2. `LetterTile.cs` (Attach to LetterTile Prefab)**  ```csharp using UnityEngine; using UnityEngine.UI;  public class LetterTile : MonoBehaviour {     [SerializeField] private Text letterText;     [SerializeField] private Image backgroundImage; // To change color on select     [SerializeField] private Color baseColor = Color.white;     [SerializeField] private Color selectedColor = Color.cyan;      private Button button;     private GameManager gameManager;     private char myLetter;     private bool isSelected = false;      public char Letter => myLetter;     public bool IsSelected => isSelected;      void Awake()     {         button = GetComponent<Button>();         button.onClick.AddListener(OnTileClicked);     }      public void Setup(char letter, GameManager manager)     {         myLetter = letter;         letterText.text = myLetter.ToString();         gameManager = manager;         SetSelected(false); // Ensure default state     }      void OnTileClicked()     {         if (gameManager != null)         {             gameManager.LetterTileClicked(this);         }     }      public void SetSelected(bool selected)     {         isSelected = selected;         backgroundImage.color = isSelected ? selectedColor : baseColor;         // Optional: Add visual feedback like slight scale change     } } ```  **3. `WordValidator.cs` (Attach to GameManager GameObject)**  ```csharp using UnityEngine; using System.Collections.Generic; // For HashSet using System.Linq; // For Linq operations like Count()  public class WordValidator : MonoBehaviour {     [SerializeField] private TextAsset dictionaryFile; // Assign your simple TXT file in Inspector     private HashSet<string> validWords = new HashSet<string>();      public void LoadDictionary()     {         if (dictionaryFile == null)         {             Debug.LogError("Dictionary file not assigned!");             return;         }          string[] words = dictionaryFile.text.Split(new[] { "\r\n", "\n" }, System.StringSplitOptions.RemoveEmptyEntries);         foreach (string word in words)         {             validWords.Add(word.ToUpper()); // Store in uppercase for case-insensitive comparison         }         Debug.Log($"Loaded {validWords.Count} words into dictionary.");     }      public bool IsWordValid(string word, char[] availableLetters)     {         string upperWord = word.ToUpper(); // Compare in uppercase          // 1. Check if it's in the dictionary         if (!validWords.Contains(upperWord))         {             // Debug.Log($"Word '{upperWord}' not in dictionary.");             return false;         }          // 2. Check if the word can be formed from available letters (simple check for demo)         // This check ensures you don't use a letter more times than it's available         var availableLetterCounts = availableLetters.GroupBy(c => c).ToDictionary(g => g.Key, g => g.Count());         var wordLetterCounts = upperWord.GroupBy(c => c).ToDictionary(g => g.Key, g => g.Count());          foreach (var kvp in wordLetterCounts)         {             char letter = kvp.Key;             int countNeeded = kvp.Value;             if (!availableLetterCounts.ContainsKey(letter) || availableLetterCounts[letter] < countNeeded)             {                  // Debug.Log($"Word '{upperWord}' needs {countNeeded} of '{letter}', only { (availableLetterCounts.ContainsKey(letter) ? availableLetterCounts[letter] : 0) } available.");                 return false; // Letter not available or not enough instances             }         }          // Debug.Log($"Word '{upperWord}' is valid.");         return true;     } } ```  **V. Data & Assets**  *   **Dictionary File (`dictionary.txt`):** Create a simple text file. Place it in a `Resources` folder within your Unity `Assets`. Populate it with valid English words (UPPERCASE recommended for simpler C# logic, 3-6 letters long) that can be formed *only* using your chosen `availableLetters` (e.g., "ART", "EAT", "NET", "RAT", "RENT", "STAR", "START", "TAN", "TEA", "TEN", "NEST", "RATE", "REST", "SAT", "SEA", "SENT", "SET", "TAN", "TEA", "TEN", "TERN", "EARN", "EAST", "EATS", "RENT", "REST", "RATE"). *   **LetterTile Prefab:** Create a prefab from a UI Button, customize its Image and Text components as needed. Attach `LetterTile.cs`.  **VI. Scene Setup Steps**  1.  Create the UI elements as described in Section III. Anchor them appropriately. 2.  Assign UI Text and Button components to the corresponding `[SerializeField]` fields in the `GameManager` script in the Inspector. 3.  Assign the `dictionary.txt` file to the `dictionaryFile` field on the `WordValidator` component (which is on the GameManager object). 4.  Assign the LetterTile prefab to the `letterTilePrefab` field in `GameManager`. 5.  Assign the `Panel_LetterArea` Transform to the `letterAreaPanel` field in `GameManager`. 6.  Ensure `WordValidator.cs` is attached to the same GameObject as `GameManager.cs`.  **VII. User Feedback Goals for Demonstrator**  *   **Clarity:** Is it immediately clear how to select letters and form words? Is the Submit action obvious? *   **Feedback:** Is the feedback for valid/invalid/found words clear and timely? *   **Timer:** Does the timer create a sense of urgency? Is the duration appropriate for finding a few words? *   **Scoring/Height:** Is it clear how score and height points are awarded? Does seeing the height points increment feel rewarding, even without the visual tower? *   **Input Feel:** Does tapping the letters feel responsive? Is selecting/deselecting intuitive? *   **Frustration Points:** Was anything confusing or annoying during the core loop? (e.g., difficulty deselecting, unclear validation rules).  This detailed plan provides a functional core loop demonstrator. It intentionally omits many features of the full game to keep the codebase limited and focused on validating the fundamental player interaction before investing in the more complex meta-game systems.
usign procedural graphics add a visual tower from colorful blocks.
Make the tower view adaptivelly "zoom out" or "zoom to fit" to maintain the entire view of the tower regardless of the height (which increases over time) and make it slightly "wave in the wind" to increase fun...
Act as wouldclass UI casual game designer tha improve the look and feel to AAA production quality appealing to women.
Make the selected letters clear after submitted word is accepted.
Make letters clear after each submit button press.