Changing a few things

Using a semiotic design philosophy, I went back and changed a few of the designs shown in previous posts in the earlier versions of Natural Tone.  I had to ensure that the designs communicated emotions of the protagonist, as well as the message I wanted to convey to the player. For instance, the park had to show a place of peace and serenity, while the cafe had to communicate the exact opposite. By using space, perspective and colour, I was able to convey anxiety and frustration in certain places, in addition to the screen shake and filters, which enabled my games partner and I to remove the anxiety meter mechanic entirely. Other changes include adding a fixed textbox with visuals and larger font for accessibility and changing the camera zoom to make the game have a more personal feel. Here are a few screenshots from the game:

Screen Shot 2018-04-02 at 13.47.25
The old textbox was small and difficult to read


Screen Shot 2018-08-28 at 13.54.10
The new textbox mechanic has a larger font on a clearer background with a visual to help players know who’s talking.
Screen Shot 2018-08-28 at 11.52.31
The camera view has been zoomed in more too.



Screen Shot 2018-08-30 at 00.18.46
The park has been changed completely with more trees and greenery in place of brick walls 

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