Week 7 Session: Context
Making the same press mean two different things, depending on what's already true
Nothing new is measured this week — instead, a piece of state decides which of the earlier meanings currently applies. This is the first week that reinterprets rather than adds: the same press can trigger week 3’s release-timing in one mode and read as part of week 5’s sequence in another, switched by something like week 6’s momentum crossing a threshold.
Before the session#
Bring two earlier prototypes whose mechanics you want to combine (release and momentum work well together, but any pairing is fair game).
In the session#
Demo of one button behaving two different ways depending on a mode flag, then build time combining your own two prototypes behind it.
Studio exercise#
Pick two earlier mechanics and put them behind a single button, switched by one piece of state you control (a threshold, a phase, a toggled flag). A player who has never seen either prototype before should be able to tell which mode is active from what’s on screen — not by trial and error.
This week’s exercise stops at two mechanics on purpose — that’s enough to prove the switch is legible. The Context Switch assessment later asks for the same technique at three mechanics or more, on your own, without a studio session to build it in first. Treat today’s prototype as the technique you’ll need to extend independently, not as the ceiling of what it can do.
By the end#
You’ve confirmed that “one button” was never really a limit on how many things a press can mean — only on how many things can be pressed at once.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- a prototype combines two earlier mechanics behind one button, switched by a single piece of state
- a first-time player can tell which mode they're in without being told
Teaching team
- Idris Fenn — tutor