Using Symbols to Convey Information


When you flip a switch, a door opens. That's pretty simple. But what if the door is not in view. Well now its unclear what exactly the switch just did. Especially if the player is hard of hearing or has the sound turned off. There is no cue at all to show what the switch just did. This can break the flow since you'll then have to hunt to see what just happened.

This is why I have added these symbols to certain switches when it's not really obvious what it does. So a door and a switch will share the same symbol, so when you flip a switch you know which object it is going to interact with.



These two are linked together, so you see the door needs a clover switch to be activated. Then you find the clover switch which will open the door. The clear symbolism creates that connect in the player's brain that makes this interaction feel a lot smoother. The symbol's glow further ingrains this connection into the player's brain, so it's even more obvious the next time.

The symbols also have different ways of conveying information to the player as to what is behind the door:

 

This signifies the way forward to complete the level.

 

This signifies a secret or hidden area.

 

This signifies an area of key importance. (for instance, a room with a new ability in it that is required to proceed)

Using these symbols allows me to easily convey information to the player. Using symbols also allows for greater accessibility to people who are colour-blind, since if I used the same symbol with different colours, they would have a harder time telling the difference.

You also get bonus points if these symbols are already recognizable. For instance the clubs/clover is often associated with luck, which can already give the player the relevant information to know what is in that room. (along with being used in other popular games too).

However for other symbols it may not be as obvious, for instance the purple triangle and the blue diamond. However, as the player becomes more accustomed with the game, they'll start to link the symbols to actions. (like getting a new weapon, or finding a new area in the level).

 

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