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Version 1.2
User Guide
 Introduction
 Menu Screen
 Game Screen
Game Elements
Customizing the Game
Contact Info
     
Introduction
RockShip is a tower-defense like Game with a twist of Aliens and CaveMen, and, the player will be engaged with the game to tap the game characters.

The Goal of the game is to destroy the Alien Ship while defending the cave from Aliens to walk into it.

Aliens will be dropping from their ship to attack the cave. Tap to kill them while they are still landing. Once they land on the ground they cannot be killed by tapping. Use some other means to prevent them entering into cave.

     
Menu & Help Screens
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Changing Background 
Tap on the button on the Top-Right corner to change the background (Desert, Forest)
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Starting the Game Tap on one of the Easy, Hard, Crazy boards to start the Game. Depending on the Game settings the game will be started with the default settings or the Custom settings.
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Getting Help
Tap on the Help icon (Bottom-Right corder) to enter into Help Screen.

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Cycling through Help
Tap on the Next/Prev button to cycle through the help message.
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Quit Help Screen
Tap on the Close button to go back to Menu Screen
Online Help Tap on the Online Help board to open the browser to show this detailed help page.
     
Game Screen
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Turning On/Off Sound 
Tap on the Speaker button to toggle the sound.
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Quitting the Game Tap on the Menu button to quit the current game and go back to Menu Screen.
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 Kill Aliens while they are still on the air
Each Alien may take 1-3 hits depending on game settings. For each hit alien loses an eye or ear to indicate how many more hits required.
Tap to kill. Multi taps are allowed depending on game mode.
Use the Yuba or Booga to throw the arrows and pebbles.
If alien is walking:
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 Kill Aliens while they are walking Send a Dog by tapping on cave. Dog kills an Alien in a single attack.
Use Saba to throw boulders when the aliens are in the range.
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Controlling CaveMen Tap on a CaveMen to command them. Depending game settings holding  finger will enable rapid firing.
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Sending a Dog
Tap on the Cave when the Dog icon appears on it. Depending on Game settings it will take some time to send another Dog.
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 Shooting at RockShip Tap on Ooga to shoot a laser. If there are no Lasers, he screams. To have a Laser Kill the Red aliens. Depending on Game settings these Red aliens should be killed only by tapping. Depending on Game settings you may need to kill more than one Red alien to have a Laser.
   
Game Elements
This section explains all the characters and other Game elements.

 RockShip 
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This is the Ship Aliens came to Earth. Destroy it.
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 Cave 
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Aliens try to walk into this Cave. Defend it.
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 Score Board 
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Score board is displayed partially. Tap on to it to slide it down. The following details are displayed on the board.
  • No.Of Lasers
  • Cave Health
  • Ship Health
  • No.Of Aliens Killed
  • Game time.
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 Ooga 
Oldest of all cave men. He can shoot lasers at the Ship. Collect enough lasers by killing Red aliens.
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 Yuba 
Young archer. Shoots arrows.
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 Booga 
Boy, who throws pebbles at aliens. Depending on Game settings swiping finger up/down will change the direction he can throw.
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Saba 
String cave man. He throws Boulders. He will get tired after a while and sits down for a while. The time varies depending on Game settings.
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 Dog 
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Dogs are inside cave. Tap on the cave to send a Dog. Depending on game settings Dog can kill 1-3 aliens.
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Alien1 
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Killing these type of aliens will give lasers. Depending on the Game settings these aliens need to be killed with Tapping only.
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Alien2 
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Nothing special.
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 Alien3 
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Nothing special.
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 Alien4 
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Nothing special.
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 Alien5 
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Nothing special.
     
Customize the Game
RockShip has 3 game modes. Easy, Hard and Crazy. There are about 30 parameter that can be configured to change the Game logic. Three game modes comes with some predefined values for these 30 parameters.

These parameters can be changed to create 3 other modes as you wish. The result is total of 6 game modes.
Following sections explain each parameter in detail.

Note: Numeric values has limits. If some invalid value is entered then it is assumed to some default value. For example if the range says [10-50] and the value entered is 60, it is considered as 50. If value entered is 5 then it is considered as 10.  In other terms, less than minimum is considered as the minimum, and, greater than maximum is considered as the maximum.

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This is the main settings screen of RockShip game.

This shows some info about game and three child pages to configure each game settings.


Parameters for all 3 games are same.
On the main settings screen each game has a toggle switch to use or not-to-use custom settings.

You can set all values as you wish, but the Use My Settings must be on to use your settings. If it if off, then the default settings are used for that game.

Tap on My Settings to configure each Game's settings.
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f Label: Menu label that is displayed on the menu screen. There are some predefined labels. Chose one from the list.

No.Of Touches to Consider: RockShip can process multiple touches. Using this one can set how many touches to be processed for each touch event.
More touches the game becomes easy. Set it to 1 to make it very difficult to play.

Ship: Tap on this to go to settings page for Ship.
Aliens: Tap on this to go to settings page for Aliens.
Cave: Tap on this to go to settings page for Cave.
Cave Men: Tap on this to go to settings page for Cave Men.
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This page lets you configure the Ship's parameters and attack strategy.

Health:
Ship Health.
Hits per Life: How many hits (Lasers) required to reduce ship health by one.

Attack Wave Delay: Aliens will drop from the ship. Using these values you can control how fast/slow aliens will land. The value is NOT in seconds. It is the frame rate. higher value, slower the dropping is.
Start: Initial delay when the game is started.
End: gradually the delay can be decreased/increased to this value.
Step: Increment/Decrement step. Depending on Start and End values the step is used to either decrement or increment delay. No need to specify the -ve values.

Attack Group Size: Group size of aliens is controlled using these values.

Landings: No.Of Landings before the group size changes.

Here is how the attack logic works:
Lets assume attack Wave Delay Stat is 100 and End is 50 with step size 10
Group Size start is 1 and end size 5
Landings 5.

Aliens of group size 1 starts dropping from ship for each 100th frame. after 5 landings, group size increases to 2. When the group size reaches to 5, then the delay is decreased to 90 and group size reset to 1. This procedure repeats until the delay becomes 50. Once it reaches the final delay, it stays there but the group size keep changes.
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This page lets you change the Aliens behavior on the screen and the killing strategy.

Max. Aliens On Screen:
if there are too many aliens, game will become slow because of the rendering. This value controls how many aliens should be on the screen at any given time.

One Hit to Kill: Each Alien needs 1-3 hits to get killed. The visual indication for how many hits are required is the no.of eys an alien still has.
Changing this to ON will make the game very easy. Just one hit will kill the alien irrespective of how may eyes it has.

Getting Laser: Lasers are required to destroy the Ship. Red Aliens will give Lasers. These parameters will control how many Red aliens needs to be killed to get a laser, and how.
How Many: Set the number. To get a single laser, those many Red aliens needs to be killed.
Tap-Kill Only: If ON then these Red aliens needs to be killed by tapping only. The last hit needs to be the tapping if this is ON. 
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Control the Cave behavior on this page.

Health: Cave's Health

Hits per Life: How many Aliens will take one life.

No.Of Dogs: Dogs available in the cave.

Send Delay:
Delay in seconds between two Dogs.

Aliens it can Kill:
How many aliens a Dog can Kill.

Returns if Alie:
Each time a Dog is send the count is decremented. If the Dog did not die, whether to return to the cave or not? If ON then Dog return (count is incremented).
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f Each Cave Man has different abilities. Control them in this page.

Ooga:
Auto fire on Laser: If ON then Ooga fires Laser whenever it is available. Other wise you have to Tap on him.

Yuba:
Stands On Platform: Select the platform number on which Yuba will be standing. (See end of this section for platform details)
Rapid Fire: If ON, then you just hold your finger for continuous firing.
Auto Fire: If Rapid Fire is ON and if you held your finger for some time (controlled by next parameter) then lifting your finger will leave Yuba to fire continuously with some delay. No need to Tap for firing. Tapping will stop Auto Firing.
Hold time for Auto-Fire: How many seconds the finger should be held to trigger Auto-Fire.
Auto-Fire Delay: Once the auto-fire is on, delay between each fire in milli-seconds.

Booga:
Stands On Platform: Select the platform number on which Booga will be standing. (See end of this section for platform details)
Rapid Fire: If ON, then you can hold your finger for continuous firing.
Auto Fire: If Rapid Fire is ON and if you held your finger for some time (controlled by next parameter) then lifting your finger will leave Booga to fire continuously with some delay. No need to Tap for firing. Tapping will stop Auto Firing.
Hold time for Auto-Fire: How many seconds the finger should be held to trigger Auto-Fire.
Auto-Fire Delay: Once the auto-fire is on, delay between each fire in milli-seconds.
Fires in 3-directions: If ON then while holding your finger slide it up/down to change the fire direction. 

Saba:
Stands On Platform: Select the platform number on which Saba will be standing. (See end of this section for platform details)
Tiring Limit: After how many throws Saba gets tired. Once he is tired, he will sit down and catches the breath.
Recovery Time: How many seconds Saba needs to get ready.

Platforms:
There are four platform. The top platform is occupied by Ooga who fires lasers at Ship. He cannot be moved. But the rest of the three can be moved to different platforms. The platforms are numbered 1,2, 3 as shown below.
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Please choose unique platform for each one.
If there is a conflict then the correct platform
is determined based on some logic in the order Yuba-Booga-Saba 1,2,3.
     
Contact Info
For any questions or more info visit our site or send an email.

Web Site 
http://excellapps.com
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E-Mail
<gamename> @ <ourwebsite>