Kachuna is the story of Jun Mizushima, a high school student who suffers from what is known in Japan as the ‘eight grade syndrome’, or the ‘chuunibyou syndrome’. In other words, Jun is a chuunibyou or someone who genuinely believes that he’s got superpowers that can save the day in a flash. Aside from that, he’s also really determined to create a game of his own and compete in the annual international game development competition for the youth. With him are his friends, Takahiro, an awesome programmer, Tsumiki, a dazzling writer, Yui, an energetic musician, Ai, a talented artist, Megumi, an enthusiastic adviser, and Shiro, an annoying little sister but Jun’s avid supporter.
The button functions are clear and easy to understand meanwhile giving depth to the user interface by use of shadows
and gradients which help the buttons not only to fit into style but also to draw the users attention.
There are clear patterns within the user interface in particular the backgrounds which have a pattern that is designed
to help blend the user interface with the background of one of CG’s to provide a clear perspective on how the GUI blends with the game.
The characters just above it consumes most of the space and draw the player’s attention.Dialogue Box 2.The pattern on the dialog box is very well designed as it helps to highlight the text especially for the fact that there
is a clearing in the pattern specifically for text.
The character title is very well positioned and distinguished from the text making clear who is saying who and it does not obstruct the text in any way.
The dialog box gives space for both left and right characters to be viewed clearly therefore removing any obstructions that may prevent the player from reading the text.
The box below the dialog box contains a very convenient quick menu for accessing common functions.
Despite the volume of the functions it packs them in recognizable pattern and therefore it’s easy to navigate through them without pressing the wrong button by accident.
There is also a distinction between the color scheme of the dialog box and the quick menu which signifies the difference in function
so that the player can easily distinguish the different parts of the GUI.Log 3.The text history in the log can easily be read because of the slightly transparent black background.
It provides the player with a comfortable reading of large amounts of text as it still allows the player
to view the background beneath it while still enjoying the text as it reduces the contrast between the text
and the background to comfortable levels.
There is a line to separate the current bit of text and the remaining text beneath to signify what the current selected text is,
next to it is a mute button which has an intuitive meaning of muting the voice replay.
The close button is placed on top of the slider that is used for the navigation of the log,
this is places as to imply that the button is used for navigation.
The slider stretches across the height of the screen and contains buttons at the top and the bottom allowing for easy navigation
in case the user might not have a middle mouse button.
The slider button can be easily dragged and is easily distinguished from the slider itself due to its coloring.System 4.
The options screen provides an easy to use interface with clear distinction of the options available.
The tick in the tick box is significantly larger than the tick box which helps to give the player a clear indication of their choice.
The Tick is also really distinguished from all other elements with both its size and the black outline around itself.
The text that describes the option is in the same color as the options available, this makes the players choices clear.
The logo is positioned to the side and does not interfere with the player’s perception of the choices.
Instead the logo clearly reminds the player of what game he is playing,
this occurs often in other parts of the GUI and solidifies the logo in the memory of the user making the game more memorable.
The overlay provides all the utilities that the player needs and is non-obtrusive of the players point of view meanwhile remaining largely relevant to the player’s perception.
It is composed of two parts, the bottom portion representing the navigation within the game itself meanwhile the top part represents the navigation within the inner preference screen.
The two are clearly distinguished by their colors and size. The top bar is bigger and has more saturation meanwhile the bottom bar is lighter has less saturation and is smaller.
The choice to make it smaller is purposely done to draw focus away from it and towards the options and the top bar.
The options background is made transparent and has a clear label added to the left of it to easily distinguish the section that the player is in.
The transparency is used to allow the player some rest from the colors and allow for clear view of the background.
The sliders are tidy and clearly distinguishable from rest of the UI,
they have an indicator of either 0% or 100% to show the range of the slider so that there is no confusion of what the slider value is. This works in conjunction with the slider color.
The skip option groups 4 different options, clearly distinguishing the two groups by a white outline and positioning.
The text on the second group specifies the second option and offsets the options to the right further giving the hint of what the option is.
It is also position within the skip option which suggests that the cancel by choice text refers to the skip option.
Save & Load 6.
This screen has multiple boxes for each of the shapes which are brighter than the background which distinguish it from the rest,
the rest of the buttons also have the same color to suggest that their functions are linked.
The selected save is clearly indicated by its size, it is much larger than the other save slots, the size change is gradual and looks pleasing to the eye.
The selected page is in clear red color which is easily distinguishable between the other page buttons.
The text on the save buttons is structured in a way that allows for easy reading. it is white in color and blends only slightly with the background allowing for it to be easily read.
The trash bin button, is positioned to the side of the main body of the functions,
this is done to position the trash bin slightly out of the focus to prevent the player from accidentally clicking it meanwhile still staying within the margins of the players focus.