Archives for posts with tag: UI

Hi Welcome to the Dev Blog for Kana Quest. If you’re new here and have never seen or heard of Kana Quest, read this blog post for the Who, What, When, Where, and Why of Kana Quest. –>

Otherwise read on to hear about what’s been done over the last week!

So I have one and a half months till PAX Aus hits. And I am officially freaking out. There is so much to do and so little time for me to do it. I still have to get Kana Quest onto Steam so I can take preorders at PAX. I still have to implement some sound into the game. I still have to organize my booth’s set up. There are still some bugs that need to be ironed out. I need to make an awesome trailer to show off my game. And finally the one thing that has me worried most of all, my tutorial is still awful.

The tutorial has always Kana Quest’s biggest weakness. I tried to sit down this week and think about all the common misconceptions people have when they sit down and play.

  • They think they are writing words.
  • They think Hiragana is Kanji and start freaking out they don’t know the meaning of each letter.
  • They don’t understand they are trying to match sounds.
  • They don’t understand the win state.

So how am I going to prevent the player from thinking these things?




That’s it. The reality is I’m just not sure. But I cannot afford to give up. So here are some ideas I have that hopefully will help fix the problem.

Idea 1. Completion Gauge: So most people when playing are not sure what their goal is. If I give a visual representation of how close the level is to being completed it will better communicate the goal. I think it will help players know how close they are to completing a level, but not necessarily understand why they are completing the level.  CompletionGauge2.gif

As you can see I have already started work on this idea, mainly because I think this is my best one. To get this working though I have had to change how I handle checking whether or not the level is complete. Now the game will find the largest group of Kana in the level. Before the game would only actually check the group size starting from one location. I had to change this as if that starting location was the last to be connected it would be very easy to have a situation where the gauge goes from zero to full which would only confuse player further.

Idea 2. Show the Player the Hiragana Table: So the idea here is to show the player the whole Hiragana table after they learn their first three Kana. Hopefully this will demonstrate to the player that Kana are phonetic letters and not Kanji (which are pictorial). The other great advantage of doing this is I prepare the player for all the characters that they will learn. That way they don’t freak out that they are going to have HUNDREDS of Kana to memorize. HiraganaTableGif.gif

Idea 3. Show the English Sounds Matching in Tutorial Levels: The idea behind this one is that the player doesn’t get to see where things are matching. While this is a core part of the gameplay later on, for the tutorial the most important thing is that the player understands the core mechanic. If showing the English for a little bit will achieve this I’ll try it!

Idea 4. Change the Structure of Tutorial Levels: So the idea here is that I increase the size of the early levels but not increase the difficulty. What I’m thinking is a really long level with the same Kana repeating but with stone Kana to limit movement. Coupled with the completion gauge hopefully this will communicate the idea that creating matches is the goal.

So those are my ideas on how to improve the tutorial. They aren’t perfect so if you have any ideas, PLEASE TELL MEEEE! I’ll see you all in a week’s time where hopefully I haven’t turned into a stressed out wreck.


Another week another Devblog.

This was an ok week for productivity. Some stuff got done but not as much as I know I can get done (I spent most of Wednesday practically falling asleep). But three big things were done this week!

The first thing is that I have officially started working on Kana Quest’s audio. Well more like the background music for the game. Now when I knew I was going to have pixel art for the visuals of Kana Quest I knew that chip tunes were going to be used for the music. So this week I did my research of what were the best programs for making chip tunes and landed on FamiTracker (the visual fustercluck you see below). Then I spent a little bit figuring out how to use the thing. Thankfully there were some really well made tutorials on youtube that sped up the process. Now that I’m used to the software its not so bad to work with. Although if you look below you can see that I kinda ended up with a piece of music which has 5 frames to a crotchet for some reason. This is great if I want to you know have quavers (sarcasm). Regardless, progress on the theme song for Kana Quest is progressing nicely.FamitrackerScreenshot.png

The second major achievement for this week was the implementation of an options screen. Last week I talked about how the player can now switch between Hiragana and Katakana. The options screen is how the player is going to do that, so it is pretty important that I get the options screen working. I haven’t got all the controls on it working yet but we will get there soon enough. At the very least its really nice not to have one grayed out button on my main menu screen.Options Screen Demo

Finally, saving the best till last, we finally have world 2 implemented into the game! So the way you get to the world 2 is by click and drag the screen to move over. I’ve put a ridgidbody2D onto the camera so that when the player lets go of the camera will continue moving for a moment. It just feels a nicer to do doing it this way. Another thing to notice is that the menu button changes color when we move to world 2. One of the things that is a big part of making the art for a new world is making sure the colors of the UI matches the new setting. So, although you can’t see the extent of this in the gif below, a large part of putting this into the game was recoloring all the UI. One last small detail in this gif is the title screen. I’ve changed the image used for the stars in the background. I’m much happier with where they are now and the new stars look great!MovingToWorld2.gif

Anyway. That’s all the major and interesting stuff I got done this week. I’ll see you next week where hopefully we will be able to show off some levels for the second world! Until then, take care.