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Mission UI Modes

Published mirror · Source of truth: pending in Captainswords.app/docs

The mission UI should have a consistent shell, but the visual moment can change.

We do not want one identical activity screen for every NPC.

We want one familiar mission rhythm.

Shared mission rhythm

Meet → Problem → Focus → Interact → Transform → Reward → Continue

Shared UI shell

Every mission has:

  1. World/scene area
  2. NPC and mission prop
  3. Dialogue/prompt area
  4. Interaction area
  5. Feedback layer
  6. Reward/continue moment

UI Mode 1: Focus Object Mode

The camera focuses on one object.

Best for:

  • repair net
  • restore sign
  • light lantern
  • fix basket
  • reveal map label

Example:

A torn net appears. The word is embedded into a patch of the net:

c _ t

The child chooses the missing letter. The letter flies into the net and the hole stitches itself.

UI Mode 2: Progressive Object Mode

One important object changes over several rounds.

Best for:

  • lighthouse lighting
  • boat upgrade
  • map restoration
  • bridge repair
  • whale rescue
  • fog clearing

Example:

The lighthouse starts dark. Each correct reading task makes it brighter:

off → dim → glowing → beam on

UI Mode 3: World Action Mode

The child interacts with several objects inside the scene.

Best for:

  • sorting
  • dragging
  • delivering
  • matching labels
  • guiding objects
  • placing signs
  • ordering sentence strips

Example:

Fish crates are scattered. The child drags word labels to the correct crates. Each correct match makes a sign stand up or a crate close.

MVP mapping

Missing letters → Focus Object Mode

Read/spell several words → Progressive Object Mode

Matching/sorting/labels/counting → World Action Mode