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License: MIT License
The original Simon game features 4 play levels which increased the sequence length required to "win". When you "won", the game would just beep. Additionally, the game required that you set the difficulty level before game start, which is kind of fiddly in-real-life. I think we can do better than that!
When the game concludes, check the correct sequence length (int currentLength) and compare to a table. Produce sound, light and fire proportional to achievement level.
Target: Console / Gamplay.cpp / idleState() and playerFanfare()
Cards:
At some point, we'll identify system tuning parameters that we'd like to adjust while the system is running, without requiring that we recompile and upload code. Let's use this Issue to track what parameters we want to expose, as we learn them.
After some interval of nobody playing, the project should kick out a light, sound and fire production that's designed to entertain folks standing around, and to draw people in that are in line-of-sight. "Kiosk mode" or "attractant mode".
During gameplay and bongo mode, the touch sensors have started registering a button press without a release.
While the game is playing, we don't want the light, sound and fire going to be (very) distracting from game play. Maybe kick off a quiet "score"/"soundtrack"/"jam" in the background. Maybe kick out a little fire when a player reaches each "skill level" threshold?
At the end of the game, we should have a pretty elaborate light, sound and fire production. Presumably, in proportion to how well the player did (see Skill Level Issue).
Game start should be punctuated with a short production of light, sound and fire, giving the player the sense that "it's on like Donkey Kong".
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