Dev Log #10

Dev log writing, hello everybody! It’s danish. Once again, I’m posting a dev log in the middle of the night but who would really know that right?

Anyhow, this dev log will highlight the “importance of colour” and other “visual aids”, and how I’m using that to enhance my game.

Colour is everywhere, we see it everyday and interact with it everyday. Whether you can see the whole spectrum, or only a few, colour still impacts you. Below- I have included videos that really inspired me and made me really think about how important colour is in not our daily lives, but also how they shape our experiences, or even behaviours.

(yes they’re TED talks but I love TED talks-)

Fig 10.1. “The Psychology of Color” By: Riley Johnson

Fig 10.2. “The language of color – effects on our experience and behaviour” By: Axel Buether 

Because I am making my game in Twine, it’s a text based game (and only will be text- as I don’t have enough time to implement other visuals), I found that colour is super important, as well as the typefaces, and what the players see.

With that being said, I used a lot of colour in my game, and also accompanied with effects or different sizes. It makes it easy for the player to know who is talking, since there are so many characters, along with so many point of views. It lets the player know “oh ok- this is who is talking”.

I have chosen to keep the main narrative in white, “CC” who is “supposedly” the voice in your head, and the main character (YOU the player) a nice purple (which includes both dialogue and actions you take).

Fig 10.3. Image on “normal” narrative text
Fig 10.4. Image of “CC” text
Fig 10.5. Image of “you” text

In addition, I have also added different size text(s) for other effects such as highlighting emphasis, or highlighting the size of the object being described.

Fig 10.6. Image of different size text comparison

I also decided to add a little detail on “coloured” words as well, such that a colour word will actually be its own colour. This helps aid the player in imaging the scenario, cause they have some idea of what colour it is suppose to be.

Fig 10.7. Example #1 of “coloured” colour text
Fig 10.8. Example #2 of “coloured” colour text

In addition to the coloured text, and the different sizes- in terms of quality of life things, I have decided to add additional underlines for interactive text (ie. you can click it, or hover over it). I found that the bolding was super hard to see (as a play tester myself) so I went through and made sure to add such things.

Fig 10.9. Solid underlines text for “clickable” text
Fig 10.9. Dashed underlines text for “hover” text

Some text also has additional effect to increase its meaning, and also the meaning behind the word. For example (see Fig 10.10), the word “the source of the red light” is not only red, but also “glowing”, symbolizing “wow, it’s actually a light”.

Fig 10.10. Red light text with effects and colour

It’s also good to make a quick note, that I tried not to use “obnoxious” or “eye hurting” colours for the main part of the text. As somebody who starts at a screen almost everyday, I rather not hurt my eyes reading hot pink text on a neon green background. Maybe for a few selected words, but for a whole passage- that seems like too much for me.

I’m trying to not spoil too much of the actual story through the screenshots- but these are some of small details I’ve decided to add to the game to make it a little more than just “some text on a black background”


OVERALL UPDATES

At the time writing this, I have finished half of Act I (I think?). about 31/102 pages. (yes it increased- finally had time to finish some of the endings) One third of the way there though!

I have also made an inventory system (which is a little scuffed at the moment), and a functional save system!

I have also made a currency system, and additional prompts for purchases where you don’t have enough money.

Besides all those cool features, I have also added additional/ extra text if you re-enter an area. For example, if you return back to a certain merchant, instead of a first time greeting, they’ll great you with a “Oh hey it’s you- you’re back- want to buy something?”

For those who are asking “how are you keeping this consistent?”. My friend, I present to you-

THE STICKY NOTE OF COPY PASTE CODE

Fig 10.11. The sticky note of frequently used code made by me

That’s it for this dev log, maybe the next one will include my messy code? We’ll see 🙂

See you guys in the next one!

– danish

Editors Note: Dev log #11 is out! Go check it out 🙂


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Comments

4 responses to “Dev Log #10”

  1. selena.tran1 Avatar
    selena.tran1

    Yes, colour!! From what I’ve seen so far, I think you’re doing a really good job with the colours and the variety of fonts. It really allows the player to be immersed in your story and adds a visual aspect even though there is no actual illustrations/art. It’s crazy how the variation of the text can change how players read your story because the big font or the colours really put meaning behind the words.

    It reminds me a lot of children’s books like Dr. Seuss where the words are colour coded, bolded, or in different fonts. The variation in text serves a purpose where children interact with the book by learning their colours or just simply making it easier for them to create a picture in their heads. Obviously, in this case, it’s a bit different since we are university students and not kindergarteners (though we sometimes act like one

    1. selena.tran1 Avatar
      selena.tran1

      Anndd my comment got cut off…
      What I was trying to say was that the variation of the text serves the same purpose as in children’s books BECAUSE of the immersion as the players are sucked into the story’s world.

      Anyways, I hope that made sense. I’m really looking forward to playing it once you get to finish and I hope everything goes smoothly with the rest of your coding!!

      1. danish Avatar
        danish

        Yes, I totally agree! I really thought about my childhood and remembered how the text was either coloured a certain way, or made bigger or smaller. It makes you feel sucked into a world that you can’t let go of! It was probably a big inspiration in why I chose to do things this way. But also- I needed some variation as there is WAY too much text and it’s hard to keep track of whose talking when.

        Still, I also used some graphic design knowledge I have in the back of my sleeve. It’s not that extensive, but it’s definitely there. Love the use of colour and it’s meaning just for simple things too. Can’t wait for you to see the final product!

  2. zachary.kernick Avatar
    zachary.kernick

    I actually never thought of adding color or changing the text in some way based on certain aspects of the text (for example, making the text bigger if the object in the said text is big). This has intrigued me to the point of rethinking my approach to text to add something that shakes up that non-visual aspect that twine has.

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