Persistance
Final draft.
Status | In development |
Platforms | HTML5 |
Author | appl2000 |
Genre | Interactive Fiction |
Made with | bitsy |
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persistence.html 224 kB
Final draft.
Status | In development |
Platforms | HTML5 |
Author | appl2000 |
Genre | Interactive Fiction |
Made with | bitsy |
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Prompt 2:
The player in Persistence immediately gets introduced to an intricate castle, crafted from different types of tiles to make the larger image. The background of this game clearly was given lots of time and detail. In addition to the castle in the starting room, the background includes a hillside that’s hiding the pulsating sun. When the player escapes the castle through the use of a hidden rope, the style of the background changes quite drastically with a different color palette and overall theme. The houses in this second room seem to have been given less attention than the previous castle, which could indicate that the player is of high importance compared to those who reside on this street. While the houses in this room seem to be given less attention, the street the player walks down has a noticeably intricate tile pattern, that with its color, suggests it’s a mossy stone pathway. The room that the pathway leads to has the same color palette as its previous room. The tiles in the river move in a way that depicts a running river, although the other side of the river doesn’t seem to have been given that much attention. The sprites are very clear among other tiles, and clearly depict what they are. An aspect that bitsy makes difficult for this designer, is the walking animation. I imagine that the designer would have liked for the character to switch the way it’s facing depending on the direction it’s facing. Although it is a tad awkward to be walking backward sometimes, there is nothing the designer could have done to avoid this, as they are limited to bitsy’s constraints.
Bitsy limits your choices of color, but “Persistence” utilizes its small palette for both functional and emotional reasons quite well. The game starts with a girl, perhaps a princess, supposedly stuck in a castle, with warm colors all around: a light blue sky and an orange building and landscape. As soon as she leaves and enters the city though, we see the sky is darker and the buildings are a very gentle green. In the forest by the river we see the same colors, with all environments besides the castle having these softer colors. Alongside the presented dialogue, this helps make the isolated experience the princess faces more clear and highlights the fact it is truly monotonous.
The next change in color the player is presented with is within the dialogue with a boy, who shares the same sprite color, facing some difficulties of his own. It’s simple, but his text is displayed with a blue color, rather than white. This has the functional purpose of distinguishing his dialogue from the girl’s, but matching the blue background, makes him sort of blend in even more with his surroundings. This matches his portrayed feelings as he didn’t really expect anyone to notice him as he was surprised to see the girl and overall his dialogue also portrays him as a bit sad.
The player soon finds themselves in an entirely new environment, as it becomes night and the girl begins to head home for the night. It’s not pitch black, but rather darker hues of purple, even near the castle. What’s most jarring is the boy is now no longer standing out from his environment, matching the foliage around him, functionally indicating the player is no longer able to interact with him and their conversation is over. It seems to bring a sense of curiosity around the boy and if he is always there, since he never moved, helping entice the user to return another day to find him again. Returning the next day, the boy’s color matches the player’s again, indicating his ability to be interacted with but also the connection they seem to have, at least during the day.
Prompt 1: Describe how the choice of colors works in the game.