# Reveal Choreography The card-flip moment after a craft (and other reward reveals) is the highest-leverage dopamine in the game. Designed around one principle: **Length scales with magnitude. Buildup is the signal, not manufactured suspense.** Players learn the visual/audio language quickly ("oh, it's spinning, that's at least Fine") and never get baited-and-disappointed. Reference: Vampire Survivors chest opens — simple, honest, scales gracefully with the actual reward. ## Anti-pattern we're avoiding The slot-machine pattern: long buildup → suspenseful flourish → common item flops → player feels cheated. We're doing the opposite — a Common item gets a quick honest reveal so the player isn't promised more than they're getting. The reveal *is* the result, not a teaser for one. ## The five band tiers ### Crude - Card sits on the station, faint dust puff - Single quick flip - Lands face-up with a soft thud - Brief result text, no glow, no particles - **Total: ~0.5s.** Sound: soft *thump* ### Common - Card on station, slight tremble - One flip with a satisfying *crunch* - Settles with a small wobble - Subtle highlight on the quality border - **Total: ~0.8s.** Sound: hammer-crunch ### Fine - Card on station, harder tremble - Silver shimmer along the edges - Two flips, metallic *ring* on the second - "Fine" ribbon appears with a small particle burst - **Total: ~1.5s.** Sound: hammer + chime ### Masterwork - Card vibrates with a low resonant hum - Golden glow brightens, particles begin drifting up - Three rotations, increasing speed - Lands with a metallic *clang* - Burst of golden particles, "Masterwork" ribbon flies in - Holographic foil shader kicks in and stays - **Total: ~2.5s.** Sound: hum → rising chime → clang → soft choir flourish ### Legendary - Screen subtly darkens around the card - Low rumble, vibration intensifies - Radiant white-gold light pillars from underneath - Multiple rotations (5+) with motion blur - **Time briefly slows (~0.7×) for the apex** — reserved exclusively for Legendary - Bursts in a flare of radiant light, screen flash - "Legendary" ribbon arrives with a deeper sound - **Bespoke hand-finished art piece revealed** (Legendaries get the bespoke treatment per [07-item-cards.md](07-item-cards.md)) - Holo foil + ambient glow + drifting particles continue after settle - **Total: ~4–5s.** Sound: rumble → slow rising swell → *crack* of light → choir + organ swell ## Special cases ### Critical success (band promotion mid-reveal) The choreography starts at the *expected* band, then mid-flip kicks up to the next band: - A "wait — no" beat: particles intensify, light shifts - Reveal upgrades to one band higher than expected - "**Critical Success!**" ribbon arrives with the upgraded reveal sequence - Player thought Common, got Fine. Player thought Fine, got Masterwork. *Best feeling in the game after Legendary itself.* Critical success can be earned two ways: lucky engineer rolls, or hitting both Master's Touch meters perfectly ([16-engagement-layers.md](16-engagement-layers.md)). Same choreography either way, different earnings paths. The forced crit in onboarding ([12-onboarding.md](12-onboarding.md)) is the player's first encounter with this moment — earned by their meter timing on impossibly forgiving meters. ### New Discovery (recipe unlock, parallel layer) Stacks on top of the quality reveal — runs concurrent on a separate channel: - Card flutters before settling - Scroll/parchment animation overlays - "**New Discovery!**" ribbon - Recipe added to book with a *whoosh* + book-shut sound - ~3s ## Design principles - **Length scales with reward magnitude.** This *is* the signal. Eliminates the disappointment problem. - **Honesty over manufactured suspense.** No fake-outs. A Common reveal doesn't pretend to be a Legendary. - **Audio carries equal weight to visual.** Each band has an audio signature players learn quickly. - **Time slowing is reserved for Legendary.** Rarest cue for the rarest moment. Don't dilute by using elsewhere. - **Skippable after the first.** Long-press skips to end-state after ~0.5s. The *first* of each tier the player ever sees shouldn't be skippable; every subsequent one should be. Veteran players' time matters. - **Bespoke Legendary art revealed at the apex.** Hand-finished one-of-a-kind art is part of why Legendary *is* Legendary. ## Implementation sketch Choreography is a state machine layered on top of the static card composition system. On craft result: 1. Receive result `{quality_band, was_critical, was_discovery, components, maker, ...}` 2. Pick choreography preset by band (or one band lower if `was_critical=true`) 3. Run sequence: tremble → buildup → flips/spins → reveal → settle 4. Audio + particles + shaders sync to sequence beats 5. If `was_critical`, mid-sequence break to the upgraded preset 6. If `was_discovery`, fire the parallel discovery overlay 7. On settle, card slides into the vault Performance: - Single focused card, full shader stack is fine - Particles cheap (small counts, short-lived) - Time-slow via tween scaling, not actual game time - Choreography assets (audio clips, particle definitions, shader configs) preloaded per session ## Same framework, other reveals The pattern extends to other reward moments — same toolkit, different presets: | Reveal moment | Preset analog | |---|---| | Expedition return — small haul | Common-tier choreography | | Expedition return — rare drop | Masterwork-tier swell | | Expedition return — Legendary relic | Full apex treatment | | New applicant — common | Quick portrait fade-in | | New applicant — rare trait or class | Fine/Masterwork-tier flourish | | Patron reward payment | Scales with payout magnitude | | Guild Rank up | Apex variant — meta-progression milestone | Each variant reuses the same shader / particle / audio toolkit; just different sequence presets. ## Open questions - Skip-after-first per tier vs. per session vs. per install — when does the "first time" lock release? - Do we play screen flash on Legendary reveals, or is that too aggressive on mobile? (Accessibility: photosensitivity opt-out should exist regardless.) - Do crit-promotion sequences happen visibly on the way up the band ladder, or do we shortcut straight to the upgraded band's preset? - Audio mixing — does music duck during reveals so the choreography sounds occupy full headroom? - Haptic feedback (vibration patterns per band) — yes for Masterwork+, none for Common/Crude?