I started by going over what I wanted to achieve from this prototype and features I had not yet developed including:
- change in timer from counting up (record how long it takes a user to complete a level) to counting down (users only have a set time to complete the level).
- change background colour to simulate sunset and passing of time
- add high-scores to stage
- add additional cue to which dot users are meant to press
I also thought about which controllers I would use and how the interaction would take place. The floor-dots were great but unreliable and I didn't want to re-create them for this prototype. I also didn't want to go back to using keyboard arrow controllers. So, I looked for a simple way of having physical controllers for the game and went with playdough balls that corresponded to the colours of the dots on screen.
When looking for colours for the background changes, I initially looked to blend yellow to navy. They meant the 'middle' colours were really murky so I changed the colour steps to imitate sunset colours but also tried to avoid colours that were too close to the dot colours. To help further with contrast, I also added a white outline to some dots to ensure they could still be easily seen on the screen.
initial colour palette |
final colour palette |
I was able to change the colours using a switch statement tied to the timer. The challenge I had wth adding the colours was resetting back to the start colour at the end of game. To help me problem solve this, I had to draw out how the 'end game' functions interacted with each other as I had initially written this a few weeks ago so writting comments in code was definitely helpful.
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