IS Entry No. 11: Mood Meter Grid Test

I have been working on my “Mood Meter” on Twine which was a little difficult to get started but I was able to code the bare bones using HTML CSS because the Harlowe macro’s just weren’t cutting it. It has been quite time consuming because I needed to create the colour gradient by individually picking the colours from html colour code website, which took a lot longer than I originally anticipated. It’s still not perfect, but I will come back and adjust when I have the time. Now I need to repeat this for the remaining three mood colours.

I still have to link the elements to the correct prompt and I need to store the emotion colour the player chooses into a story variable so that the next bg colour will match it.

I realized that there needs to be some kind of response or recognition of the player’s choice – whereas I originally thought this would merely be a point of reflection for the player. Also, on the second run-through I would love to add in a feature that asks if they would like to switch to a different emotion, and then offer a quote as ‘food for thought’.

Here is my progress thus far:

High energy unpleasant mood’s.
This is some of my HTML code. It’s still far from being done.
This is a bit of my CSS code. There is probably a much more elegant code that could have been used but this is what worked after a few tries.

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Comments

2 responses to “IS Entry No. 11: Mood Meter Grid Test”

  1. andrea.liu1 Avatar
    andrea.liu1

    I love the the element of adding colours that coordinate with the emotion of the player. I love how the colour gradually gets darker as a result of the emotions. I haven’t had a chance to play your interactive story but would the colours of their emotions be labelled? or do player just have to eventually discover what the colours mean?

    1. dorjeet Avatar
      dorjeet

      Yeah I agree, it’s a really cool tool I’m trying to recreate in my story. The developers of the Mood Meter (Brackett & Stern) organize the moods so the further right you move on the grid the more ‘pleasant’ the emotion gets vs. moving down the grid changes the intensity from ‘high’ to ‘low energy’. Also, the player will be seeing all the specific emotions because the idea is that by recognizing and being able to identify your emotions, you are able to build emotional intelligence.

      I actually haven’t finished the project, I was granted an extension so it’ll be posted by Monday! 🙂 I can’t wait to play your story and everyone else’s this weekend!

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