{"id":139,"date":"2025-12-08T06:12:25","date_gmt":"2025-12-08T06:12:25","guid":{"rendered":"https:\/\/sites.wsagames.com\/xz16u24\/?p=139"},"modified":"2026-01-08T06:51:01","modified_gmt":"2026-01-08T06:51:01","slug":"week-9","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/xz16u24\/2025\/12\/08\/week-9\/","title":{"rendered":"Week 9"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">This week&#8217;s lessons have made me appreciate the importance of sound in gaming experiences. Beyond background music, I&#8217;d like to experiment with incorporating click sounds into my game (though that might remain just a thought for now, as I know next to nothing about music production&#8230;). However, I can describe the musical atmosphere I envision: something with a faint hum of static, featuring a heavy, slow-paced main theme. Additionally, I&#8217;d like to weave binary code into the music as a drumbeat-style Easter egg.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"560\" height=\"421\" src=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-59.png\" alt=\"\" class=\"wp-image-140\" srcset=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-59.png 560w, https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-59-300x226.png 300w\" sizes=\"(max-width: 560px) 100vw, 560px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">About UI<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Research\u2193<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I took some screenshots from the 2D escape room game Cube Eascape PARADOX and Lost Island 4 and analyzed the UI.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"539\" height=\"367\" src=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-60.png\" alt=\"\" class=\"wp-image-141\" srcset=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-60.png 539w, https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-60-300x204.png 300w\" sizes=\"(max-width: 539px) 100vw, 539px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"472\" height=\"330\" src=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-61.png\" alt=\"\" class=\"wp-image-142\" srcset=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-61.png 472w, https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-61-300x210.png 300w\" sizes=\"(max-width: 472px) 100vw, 472px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"561\" height=\"377\" src=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-62.png\" alt=\"\" class=\"wp-image-143\" srcset=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-62.png 561w, https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-62-300x202.png 300w\" sizes=\"(max-width: 561px) 100vw, 561px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"546\" height=\"380\" src=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-63.png\" alt=\"\" class=\"wp-image-144\" srcset=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-63.png 546w, https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-63-300x209.png 300w\" sizes=\"(max-width: 546px) 100vw, 546px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The cover and setup pages of Lost Island leave ample blank space for narrative imagery, whilst Cube Escape employs extensive negative space and minimises textual descriptions, using symbols to denote most buttons. Both approaches shape atmosphere in distinct ways.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"623\" height=\"429\" src=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-64.png\" alt=\"\" class=\"wp-image-145\" srcset=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-64.png 623w, https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-64-300x207.png 300w\" sizes=\"(max-width: 623px) 100vw, 623px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"618\" height=\"425\" src=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-65.png\" alt=\"\" class=\"wp-image-146\" srcset=\"https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-65.png 618w, https:\/\/sites.wsagames.com\/xz16u24\/wp-content\/uploads\/sites\/67\/2025\/12\/image-65-300x206.png 300w\" sizes=\"(max-width: 618px) 100vw, 618px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Regarding the in-game UI, I&#8217;m particularly mindful of the toolbar&#8217;s positioning, as a game heavily reliant on items necessitates frequent toolbar usage. In my game, I&#8217;ve combined two aspects I admire from other titles\u2014positioning the toolbar in the bottom-right corner whilst enabling the simultaneous display of multiple tools. Furthermore, given Lost Island&#8217;s expansive in-game spaces, it incorporates a quick-access map eliminating reliance on directional buttons for room navigation. This also affords a broader field of view, allowing players to see an entire room at once. I shall draw upon this design when addressing the overworld map later. I also noted that Cube Escape offers minimal auditory feedback, making it difficult during gameplay to discern whether an item was used incorrectly or the screen failed to register a touch. I shall be mindful of this aspect in my own game development.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This week&#8217;s lessons have made me appreciate the importance of sound in gaming experiences. Beyond background music, I&#8217;d like to experiment with incorporating click sounds into my game (though that might remain just a thought for now, as I know next to nothing about music production&#8230;). However, I can describe the musical atmosphere I envision: [&hellip;]<\/p>\n","protected":false},"author":58,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[37],"tags":[],"class_list":["post-139","post","type-post","status-publish","format-standard","hentry","category-week-9"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/posts\/139","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/users\/58"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/comments?post=139"}],"version-history":[{"count":2,"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/posts\/139\/revisions"}],"predecessor-version":[{"id":221,"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/posts\/139\/revisions\/221"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/media?parent=139"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/categories?post=139"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/xz16u24\/wp-json\/wp\/v2\/tags?post=139"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}