Focus

Focus (high)

focus will be the third aspect which will be based upon giving the player a certain amount of information or too little information and let them make choices.


collections can be based upon the objective brick type, the speed at the end of the game level, the accuracy of note count.

As an example if there are four correct full notes on a single measure and the loop consists of four of these measures then the accuracy will be four notes times for measures equals completed score.


Players will never have to collect two different notes in a single play through, unless they restart an uncompleted measure.


Set up the runner to have four to eight Lanes. These Lanes will be consistent of notes and breaks representing the notes of the song based upon time signature. The time signature is established through the difficulty level with 4/4 being easy 32nds being expert. The idea is that each note sitting on its proper part of the measure is either the correct note or the incorrect note the player must activate. Player gets it right the note turns to the color representing the note color of that song. For instance an "e flat" maybe purple or an "a sharp" maybe green.


That becomes the actual note the player must hit on the loop to unlock the next set of notes inside that same loop. 1 loop can have multiple loops within, some loops will need a different timing structure, so will be on a new loop set.