Again, the semester comes down to the wire. Again, somehow, all of my work is finished and ready to present. Only this time, a whole day ahead of schedule.
I'm anxious to see everyone's work this semester. How it's changed, how everyone has grown as an artist and maker. I know I'm getting better at gauging the scope of my projects, whittling them down to a manageable size and concentrating on the important bits.
I've been thinking back to all of the design choices I've made going into this project, some conscious, some due to tech restraints, and others unconscious. I've been thinking a lot about the unconscious decisions. I chose to give Barbara white hair. My own grandma has a ball of white hair as long as I can remember. I'm fairly certain Barbara's hair is white because the best grandmas have white hair.
Barbara's top is yellow to contrast with the gray of the concrete. She pops, especially among her purple pants. I played with the idea of fading her out as the game went on, but as I thought about dementia and my experience with it, I didn't want to squash out all hope and color.
A lot of the distractions and annoyances are through sound. The ambiance of the parking lot is loud, the phone constantly rings and vibrates, the cart is squeaky, and car horns are honking at you. As the designer, I know what to expect and I still find it frustrating in a good way when I hear the various sounds being thrown at me.
A few other choices were the speed Barbara moves (deliberately slow), cars changing color and spaces, wide camera, top down view, soft painterly sprites, and the player choosing the dialogue for the NPCs instead of Barbara.
I'll upload the game soon for Mac and PC. It's simple and at times a little annoying to play. Hopefully, the annoyingness of my games will go away in time.
Cheers everyone for a great semester.