Copyright © 2023 John Edward Hall.
Today is Friday 27th January 2023.
Time is 21:43 CT.
My location is Chicago.
Description.
Video game is based from John Hall's 5 Minute Flash Card, an Adobe Flash (old news) creation from myself around 2009.. A great uitility to help myself learn Latin or other language, however I would like to use it for a video game as this is a better approach and different than before.
Using the flash card premise, a card is shown to the player in an enevironment setup, this is similar to a basis or template for an entire world; If the player gets the flash card correct, this is a flash-card that is collectable, somehow making a magical and animated experience and event per flash-card test, the player moves to the next event;
Possible flash-card types that at are appropriate for an rpg or video game.
1. Answer flash cards: these cards are a template-design, that is they are the generic term for a flash-card game. In this case, "5 Times" is a parody of '5 minute', its just a more cool way of saying it. So what can 5 TIMES be?
a. Alarm Time: These are flash-cards that have alarming things on them pertaining to the theme or fantastical theme/science fiction theme of the video game. For instance, if the theme is castles, the alarm time flash card question-flash-card can be a molten ball of flaming fire coming from a foreign invader: of course, the alarm time flash-card would probably appear when the invader enters the gates OR however the boundary of the player set it to be.
b. Race Time: counts laps or 'number of times' a player has done something or answered an 'rpg-flash-card': this is not necessarilly 'asnwering' like an educational tool; "answer" means the event was successfully 'battered', deviated, averted, or accomplished, such like a battle, etc. Race time can be used going backwads or forwards; it can count flash-cards, number of successful events that have been repeated (number of repeats), or how long the player has been doing an event (a flash-card can solicit an event within the template), or how much time left the player has to answer a flash-card.
c. Set Time: dead time can be used: it is the time that will not be counted after a player is successful completing an event however the event does not necessarilly help the statistics r record of the player. With Set Time, the player can set the time to any area or place provided there is a collected flash-card, meaning the flash-card provides the ability to go to a certain time-frame or place. With Set Time and any available set-time falsh-cards, a player may frequently switch between time-frames, times, or places.
d. View Time: this time with flahs-cards is for viewing events to recollect new information about an old event in a different way, to view an event in a different way, or to view a new event as a collectible memory.
e. 'BIZZARE TIME' (not actual name): bizzare time mixes any of the former times up in a unique or random way.
2. Question Flash-Cards: these flash-cards answer the answer flash-cards during an 'answer event' (template term). Note that a single 'image' can have 2 cards, one for question and one for answer, or either can be used as a question or answer.
Rare cards only have ONE 'image' to them that can be used as a question or answer or any way I want it to be used.
3. Escape flash-cards: These flash-cards, once presented in a question-answer event (template terminology for JH), allow the user to escape any game fee for not haveing the correct answer OR not wanting to use a DEPLETABLE FLASH-CARD (depletable/expendable).
4. "OTHER" (actual name) Flash-cards: These flash cards abilities or potenial I will evaluate later.
Seems like a pretty cool game design template.
-John.
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