Read meVisual bibleHow we designed itScreensMapSpecHandoff

Spark Village · Mission 1

How the PRD was designed

Final. The path from the two source documents to the site the team will build from. Screens, the map, the spec, and the handoff are the PRD. There is no separate PDF. Electron Dodger is optional. The rest is core.

Locked direction

05 · What the game is

Mission 1 is called Make the Bulb Glow. A Class 10 player arrives in Spark Village at dusk, during a blackout, and is asked to restore one useful light. They play as Wonder or Arav. Professor Ohm does not teach the chapter. He sets up experiments and asks what the player just saw.

The mission is an investigation: build a circuit, watch the bulb, look inside the wire, measure the flow, play with charge and time, then find out why the diagram arrow points the other way. When that is understood, one street lamp comes on. The clinic, the school, and Bina’s pump stay dark on purpose.

It is not a worksheet, a lecture, a quiz room, or a coin grind. Story is the reason to try the experiment. The picture comes before the sentence.

06 · What the student takes away

The goal is visual understanding, not a recited definition. By the end, the student should be able to do these without a tutorial sitting on the screen:

  1. See a closed path. A complete circuit lights the bulb. A gap, an open switch, or a loose wire leaves it dark.
  2. See the flow. Current is charge passing a point over time. In a metal wire, the moving carriers are electrons.
  3. Measure it. An ammeter reads current in amperes, and it belongs in series. A bad placement does not give a trustworthy reading.
  4. Change one thing and predict. I = Q/t, and the rearrangements Q = It and t = Q/I. More time or more current collects more charge. Units have to match before the number means anything.
  5. Estimate, not count dots. One electron carries 1.6 × 10⁻¹⁹ C. The swarm stands in for a huge number.
  6. Hold two arrows. Conventional current is defined as the way positive charge would move, so in a metal it is opposite electron flow.

The last image is a question, not a certificate: you can see the flow, but what is pushing it? That is the door to potential difference. Coins and a small badge can appear. They are not the lesson.

Review against the node map

Mission 1 is complete for the locked scope: circuit, current, ammeter, I = Q/t and its rearrangements, electron charge, electron flow, conventional direction, one transfer, then the question that opens potential difference. It is not the whole electricity chapter. Resistance, Ohm’s law, combinations, and heating stay out.

The node map’s discovery line and its mastery graph disagree about electrons. The story sees them early. The graph unlocks the electron lab only after I = Q/t. The script keeps both: stage 2 is a look, stages 5 and 6 are the mastery. The early look does not count as M1-F or M1-G.

The graph asks for a formal “rate of charge flow” before the ammeter. That would put the sentence before the experiment. Stage 3 only establishes that the meter’s number is about the invisible flow. The rate becomes the sentence in stage 4, after the collector has been seen.

The draft never specifies the transfer scene, so a player could finish the workshop and miss M1-I. Stage 7 is that scene: Asha’s lamp, new circuit, new numbers, few hints. The clinic and the pump stay unsolved. Reaching the street is not mastery.

The official question-by-question CBSE audit is still not done. Nothing in this script is labeled a previous-year item.

Game script

Stages 0–8. Amp can nudge a part. Pico can pin a card. Neither of them teaches. If a student misses the same problem again and again, the third miss is an explanation. They still have to do the action.

Stage 0 · M1-A · not scored

The dark workshop

Where
Ohm’s workshop. Wonder or Arav. Amp on the bench. Pico quiet.
Sees
One desk lamp. Rain. Dark village through the window. Cell, bulb, switch, cloth wires within reach. Leta’s clinic lantern is a small glow outside. The pump is silent.
Does
Walk the bench. Pick up the cell, the bulb, the switch, and a wire coil, and turn them over in your hands. Nothing has to snap yet.
Works
Each part has been handled once. Their jobs are felt, not defined. No equation appears.
Fails
Nothing fails. Stalling is not an error.
Hint
If they touch nothing, Amp nudges the nearest untouched part.
Explains
There is no lecture. If they still touch nothing, Ohm names the untouched object in one line — “This is the cell” — and waits. He does not define current.
Learns
A cell, a bulb, a switch, and wire are the pieces of this problem. Current is not named yet.

Stage 1 · M1-B

Make one light work

Where
Same bench. Circuit mat.
Sees
Ohm: “Make one light work. You have everything you need.”
Does
Pull leads out of the coils. There are only a few ports: cell, switch, bulb. Snap is generous. A plug will click into the wrong port. Flip the knife switch. Press the orange Try lever. Dropping a plug on the bench is not a miss. Unplug and rebuild as often as you like.
Works
The bulb glows amber. A short push-in, then a faint drift in the wire. Still unnamed.
Fails
Open switch, a gap, or the bulb sitting outside the loop: the bulb stays dark. Reversing the cell still lights a good loop. Polarity is not a trick here.
Hint
After the first dark run, the camera rests on the actual gap. No red mark.
Explains
On the third dark run, Ohm says what a closed path is: the cell, wire, switch, and bulb must make one unbroken loop, and the switch must be closed. The player reconnects it themselves.
Learns
A closed path lets something through. A break stops it.

Stage 2 · Look only · not M1-F

What is moving?

Where
Along the live wire.
Sees
Ohm: “Something is moving through the wire. What could it be?” A zoom lens.
Does
Pick up the lens and trace it along the wire. On the cloth the view stays dull. On the copper the view drops into the tunnel. Poke any teal sphere: it kicks along the drift and rejoins the stream. You are not choosing a correct electron. Then pull a short thread in the direction they move.
Works
They watch the carriers and can point the direction those spheres move.
Fails
Stopping on the plastic sleeve shows nothing moving. That is information, not a penalty.
Hint
The lens wants the metal, not the cloth. Offered only if they leave the wire.
Explains
If they still miss the metal, Ohm says the moving charges are inside the copper, not the covering, and that in this wire they are electrons. The player still drags the lens there and points the drift.
Learns
In this metal, the moving carriers are electrons, and they are negative. This picture is a model, not a true scale. No count. No formula. No second arrow.

Stage 3 · M1-D · M1-C stays provisional

The meter

Where
The bench. Ammeter is new.
Sees
Ohm sets the meter down: “If the flow is invisible, we need an instrument.”
Does
Pick up the ammeter. Unplug one lead in the live loop and snap the meter’s two leads across that gap, so the same current passes through the meter. Clipping both leads onto the bulb’s posts is allowed. When the needle settles, slide the brass marker. It snaps to the nearest labelled tick, such as 0.1 A. Release near the needle and it seats. You are reading a scale, not hunting a pixel.
Works
A steady reading in A. The bulb still glows. The number is about the flow, not yet a lecture on charge per second.
Fails
Across the bulb, off the loop, or on a dead branch: the needle slams or sits dead, and the reading is unusable. Ohm opens the trial. No explosion, no scolding.
Hint
After two bad placements, the loop itself brightens faintly so the missing place in the path is obvious.
Explains
On the next miss, Ohm uses the textbook line: an ammeter is connected in series, so the current in the circuit passes through it. He does not place it. The player snaps the leads, then seats the marker on the tick.
Learns
An ammeter measures current, and it has to sit in series. A bad placement is a bad measurement, not a secret wrong answer.

Stage 4 · M1-E

Charge and time

Where
Current lab. Collector, clock, meter.
Sees
A current already on the meter. An empty glass jar that stands in for charge collecting. It is a model, not a school instrument. A clock. No formula on the wall. The ammeter is the real instrument.
Does
Turn the current dial, or drop in a different cell. Turn the clock hand. Before you press the clock stem, set the charge wheels on the jar to your guess. Press the stem and watch the jar fill. If the wheels and the fill disagree, change them and run again. Later, one control is covered and you set the missing one. Turn the unit ring (A or mA, seconds or minutes) before the wheels mean anything.
Works
At least two different setups are solved, including one rearrangement. The first prediction happens before any formula is shown.
Fails
A wrong number does not dump the answer. The collector and the meter stay visible. A unit mismatch makes the glass and the clock disagree until the conversion is fixed.
Hint
Ohm asks which quantity changed. That dial glows. The relation is still hidden on a first run.
Explains
On the third miss of a setup, Ohm states the relation they are in: charge is current times time, or the rearrangement they chose, and which unit ring to turn. They set the wheels again themselves. A later setup still starts with the formula hidden.
Learns
Current is charge passing per unit time. I = Q/t, Q = It, t = Q/I. More current or more time means more charge. The sentence arrives after the glass has filled.

Stage 5 · M1-F and M1-G

How many electrons?

Where
Same lab, microscope still available.
Sees
The charge just collected, chosen so it is a whole number of coulombs. The jar is only the picture of that charge. One electron is 1.6 × 10⁻¹⁹ C. One coulomb is the charge of nearly 6 × 10¹⁸ electrons. A swarm, not a pile of dots.
Does
Two controls, not a long crank. A decade dial clicks through powers of ten. A second wheel sets the front digit. For one coulomb, the dial sits at 10¹⁸ and the wheel near 6. The swarm thickens to match. Then drop the wooden “electron” token onto the sample spoon. You never click one sphere as the answer.
Works
A reasonable estimate, and a clear identification: those moving charges are electrons.
Fails
Counting specks one by one never finishes. The swarm compresses. A wild power-of-ten error replays the fill, slower.
Hint
Tiles for Q and e appear after a first guess. Pico pins the electron card when they choose it. Pico does not explain.
Explains
If the dial is still on the wrong decade, Ohm states both textbook facts: each electron carries 1.6 × 10⁻¹⁹ C, and one coulomb is nearly 6 × 10¹⁸ electrons. He names the carriers. The player still sets the dial and the wheel, and still drops the token.
Learns
The charge on one electron, and that metallic current is mostly those electrons. The direction clash is visible and not solved yet.

Stage 6 · M1-H

The arrows disagree

Where
A simple closed circuit and the evidence board.
Sees
Ohm: “You found the electrons. Now find out why our arrows disagree.” Two arrows: electron flow, and conventional current.
Does
Drag two wooden arrows onto the wire and twist them. They may point the same way. Pour the plus-tokens into the model and twist the conventional arrow with them, then swap the tray for electrons and twist again. Pin three cards with tacks. Snap at most six word tiles into a wide groove, with one spare tile that does not belong. Loose tiles just sit there.
Works
Electron arrow matches the drift. Conventional arrow is opposite. The three cards are connected. The sentence says conventional current is defined opposite electron flow in a metal.
Fails
Matching both arrows the same way leaves them overlapping and unresolved. The bulb still works, which is the point. Missing a card does not unlock the formal line.
Hint
Replay the positive-carrier picture once, then the negative one. The final sentence is not given yet.
Explains
On the third wrong overlay, Ohm explains: conventional current is defined as the direction positive charge would move, so in a metal it is opposite the electrons. Both claims are true, and together they explain the opposition. The player still places both arrows and assembles the sentence.
Learns
Conventional current is the direction positive charge would move. In metal, electrons go the other way. This is the assertion-reason moment.

Stage 7 · M1-I

Asha’s lamp

Where
The street. New circuit on the lamp post. Asha under it. Deepa has the access panel. Almost no Ohm.
Sees
A different layout from the bench: lamp, cell, switch, one loose cloth wire, a meter not yet in the loop. New numbers. The clinic is still on its lantern. The pump is still off. Bina is visible and has no quest.
Does
Same hands as the bench, on the lamp post. A cloth plug is dangling: pull it and snap it into the open port. Snap the meter leads across a gap in this new loop and slide the marker to the needle. On the lamp’s own clock and charge wheels, set the missing time or charge. No question card appears.
Works
That one street lamp blooms. Asha’s stall is lit. Nothing else in the village turns on.
Fails
Same physical failures as the bench: dark lamp, unusable meter, a number that does not match. No return to a tutorial screen.
Hint
One visual clue only, after a real attempt: the loose wire, or the mismatched unit. Not both at once.
Explains
If they are still stuck, Deepa or Ohm explains the open loop and the one relation, in two or three sentences. The player still snaps and still sets the wheels. The lamp lights either way. The closing cutscene does not wait. M1-I is a flag, not a lock: it is set only if this success did not use the explanation. Otherwise one short retry is offered, new numbers, explanation put away. The retry can be skipped. Skipping does not replay the mission. It only leaves the badge unearned.
Learns
The same rules hold on a different circuit. Reaching the street is not mastery.

Stage 8 · Story · not a puzzle

Cutscene · what is pushing it?

Where
The lit street. School, clinic, and pump still dark.
Sees
A short cutscene. Ohm does not say they have learned electric current. He asks: “Now that you can see the invisible flow, what do you think is pushing it?”
Does
Watch, or skip. There is no tool, no snap, and no right answer. Nothing the player does can solve it.
Works
The question stays open. A quiet coin and a small workshop badge may appear if the mastery flags were earned. They do not unlock any science, and they are not required to finish the cutscene.
Fails
There is no fail state.
Hint
None.
Explains
If they ask what pushes the charge, the cutscene does not explain potential difference. Ohm says that is the next investigation.
Learns
They can see and measure a flow. They do not yet know what pushes it. That question is the next section of the chapter, and it is not this mission.

Plan

  1. 01CastdoneAmp, Pico, Wonder, Arav, Ohm, Leta, Asha, Bina, Deepa.
  2. 02Concept artdoneVillage, lab, props, electrons, rewards, key scenes.
  3. 03Visual identitydoneStyle, palette, camera, characters, world, UI and effects.
  4. 04Locked source rulesdoneExtracted from both Mission 1 PDFs. Not rewritten.
  5. 05What the game isdoneApproved. Investigation, not a lecture.
  6. 06Student takeawaydoneSix visual outcomes. The last beat is a question.
  7. 07Game script, stage by stagedoneHands approved. Stage 8 is a skippable cutscene. Fiddling is not a miss.
  8. 08Screen mockupsdoneStates show the gesture. Electron step is two dials, not a long crank.
  9. 09Source-to-gameplay mapdoneGrounded to the current section. Jar and swarm are models.
  10. 10Gameplay specdoneGenerous snaps, committed tries only, cutscene does not wait.
  11. 11Developer handoffdoneSyllabus boundary, systems, metadata, events, access, assets, acceptance.
  12. 12Illustrated websitedoneFinal PRD. This site. Electron Dodger is optional. Everything else is core.

Locked from the source PDFs

These rules stay even if screens change. Chain: source, concept, outcome, atomic skill, player action, mechanic, feedback, assessment, mastery, story.

GateSkillNeedsEvidenceOpens
M1-AComponentsNoneIdentify and inspect partsCircuit builder
M1-BClosed circuitM1-ABuild a working circuitCurrent lab
M1-CCurrentM1-BExplain rate of charge flowAmmeter
M1-DAmmeterM1-CPlace and read itCharge collector
M1-EI = Q/tM1-DSolve more than one variable setElectron lab
M1-FElectron chargeM1-EEstimate count with 1.6 × 10⁻¹⁹ CDirection mystery
M1-GElectron flowM1-FName the carriers in metalDirection mystery
M1-HConventional currentM1-GPlace the conventional arrowFinal investigation
M1-ITransferM1-HNew situation, few hintsMission 2 hook

Feedback order is consequence, then hint, then explanation. Partial reasoning can move the scene forward. Mastery still needs the full evidence chain, including one transfer with little help. The question audit against official CBSE papers is still a separate task and is not claimed as finished.