Because all the terminal screens we use within the game have a standard size, we weren’t later forced to make any kind of adjustment or change. Therefore, after the materials are prepared, all that remains is to specify which screens we see in which Terminal, to preserve the folder hierarchy, and to bring the “Puzzle” interface to the screen by designing it and holding the same effect during certain events.

Puzzle UI

We came across many problems while designing the puzzle interface. It should match with the narrative of the game, it should remind each time that we are on a spaceship, and it should look pleasant. We can roughly say this, if ordering the steps that we monitored while doing all these is necessary. I’m going to try and explain a little further in the continuation.

1) Identification of the Action/Problem wanting to be Done/Solved.

2) Reduction of the Action/Problem to the simplest and adding steps wanting to be Done/Solved/

3) Design of the interface as a “concept” for the Action/Problem wanting to be Done/Solved.

4) Improvement (Design, Programming)

1) The point at which whether the activity/problem that the game is going to do/solve is going to be overcome by a physical activity or using the Terminal. This section, which constantly varies based on the story, can be passed very quickly should there be a physical activity (ex. opening valves in order). Because an “interactive system” modularly designed is the same everywhere where there are situations like this. Like press [E]. But if there is a situation in which the Terminal screen needs to be solved, our job was generally a lot more difficult and the same system wasn’t useful here.

2) For example, let’s think that were going to connect to another section and open a door over the Terminal.The gamer wandering around within the folder hierarchy that changes for each terminal is relatively easy. After understanding which commands, how and where they need to use, of course. But things change when coming to the Puzzle screen. To make a simple thing like opening a door difficult but understandable and making this from one into several steps became the section with which we struggled the most. If we are to continue over the door example, the things the gamer has to do could be as listed below.

A) Obtain the special program that opens the door or the required information within the Terminal or from a physical object within the Level.

B) Find the “Special Section” where you will be able to use this information or connect it by using a command system.

C) After ensuring access to the Special Section, use the proper information, which you previously acquired, only for this section. (Piston Puzzle Gif)

3) If we are wanting to have a Puzzle solved using the Terminal screen, we prefer to start by designing a concept for the interface. In this respect, we both gain time and are able to foresee the problems that might arise ahead. At the same time, we are able to understand whether it will suit the theme of the game. The biggest difficulty here was making the screen fit inside the screen and making everything visible. It should be simultaneously functional, visual when its place comes, or should provide auditory feedback. We also wanted some parts to be moving. Therefore, all of the puzzle elements were individual parts and sometimes were designed in blocks. You can see below some of the concept designs, the versions used in the game, and some puzzle parts.

4) Lastly, there is an improvement step. The thing we did here was how we can improve and still keep understandable the section of the programming and interface that we finalized. Even if we sometimes didn’t want it, it was difficult sometimes to remove or change parts that came across as beautiful, but it was something we were forced to do.