Explore a fantastical purgatory in the form of a dense bioluminescent mushroom forest, littered with interesting locations and monuments.
Interact with the “dead who have lost their way”, likeable and unique anthropometric animal characters, and find out more about who they are and what they’ve lost.
Find and return their missing soul, in the form of a significant/treasured artifact from their past life, and share in their joy of finally being set free.
I worked more in the Narrative Design and Programming department in Post Mortem, but UI Design was an important part of my role. I didn't go as in depth into the UI as I did with Ponk! and Pixel Pioneers, but I think the things I learned during this process are essential nonetheless.
I needed a huge board to actually map out all my thoughts on all the dialogue for the characters. I used this as a draft for all the dialogue we needed in the game, and when I put it into the dialogue system I refined it to make it work better with the system.
The dialogue system was based on a tutorial I found, but we needed to adapt it to the specific needs of the game. This was my first real exposure to programming, and using conditions to select which dialogue to use was a challenge I had to figure out.
All of the dialogue went into scriptable objects and I had order them correctly to make functional dialogue that made sense with responses and however many objects the player had collected.
Having the quest bubble simply appear was hugely unattractive for the type of look we were going for. With no previous experience, I decided to figure out fading in and out for UI elements using the Unity Animator. It ended up looking a lot nicer than SetActive.
We needed a simple way to show the player's progress, so we chose to show this in the pause menu. The final design changed in the Gold Build, with less of a highlight on the easter eggs, but players were still able to see their a breakdown of their progress by pressing escape.
The first little prototype for the dialogue system layout was very small, but got across the kind of feeling I was hoping for. It was woodlandy to contract with the bioluminescence, but also whimsical to showcase the characters' ridiculousness.
With a huge team effort, we got the game completed!