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:
- World/scene area
- NPC and mission prop
- Dialogue/prompt area
- Interaction area
- Feedback layer
- 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