Reworking the User Interface


In the murky depths of game development, the user interface has emerged as a curious beast of burden, one that began with a singular vision but transformed through the relentless fog of iteration. What started as a core concept slowly metamorphosed as I navigated the labyrinthine constraints of the game jam, each turn revealing new contradictions between my initial vision and the game’s evolving reality.

The interface, like an overzealous Victorian manor collecting trinkets and oddities, became cluttered with options—a precarious tower of functionality stacked ominously in the corner. I embarked upon a perilous expedition to discover the appropriate interface for this particular species of game, a quest not yet fully realized but which has yielded promising discoveries.

The most significant improvement has been the architectural separation of interface from the game world itself. When the two exist in uncomfortable proximity, there’s a peculiar distraction that manifests—like a ghostly presence just visible from the corner of one’s eye during an otherwise rational conversation. Yet simultaneously, I sought an aesthetic harmony, where the interface would complement rather than contradict the game’s visual lexicon.

I believe I’ve navigated reasonably close to that elusive destination. There remains, of course, the tantalizing possibility of additional layers of polish or fundamental improvements as I continue to iterate until the game jam’s conclusion. What follows after remains shrouded in mystery—perhaps I shall continue to nurture this creation, or perhaps not. Regardless, I can take some small satisfaction in knowing I’ve shepherded it this far, into something that presents itself with a certain modest dignity.

Leave a comment

Log in with itch.io to leave a comment.