This is the first visual prompt that helps tell the user what to do. It's deliberately placed in a position that forces the user to read it. The contrast of the white, blocky text catches the eye first.
This is the visual prompt that tells the user how to change the environment from day to night. The choice of words helps enforce the fairytale/adventure feel to the game. It is also deliberately place in a position that makes the user look at it. I deliberately didn't have any of the environment below to so it's easy to read.
This prompt tells the user how to change back to the daytime scene. I deliberately placed it below the end of the platform because this is where the player would look when there is no obvious platform ahead. The green is also a night contrast to the white text and maintains the same aesthetic as the previous text prompts.
This is the second use of the prompt in order to get the third fairy. It's the same deal as the one above placement and text wise.
All the text boxes were placed on the same layer as the background. The parallax scrolling helps make the text stand out better as it moves below the boxes. The text boxes were coded to disappear and appear depending on what filter is applied, day or night. This was to keep the environment clean and easy on the eye. Too many text boxes would have taken away from the artwork.
Snake Visual Prompt
I added a small visual prompt on the snake if the user were to not see the first fairy straight away. The snake moves around and hints to go above him with his eye movement.
The prompt it subtle but works ok. I personally would have like to implement the cavern so the snake had more of a better placement and interactivity however this was too much of a struggle. The single environment work well regardless.






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