Speaking Early
Players would speak before the voice recognition system had a chance to process their words. I fixed this with a widget indicating the loading time, before prompting the player to talk.
Playtests
I wanted to see how players would engage with the experience, mostly testing the voice recognition and AI interactions
Missing The Visuals
The AI responses and player cues would interrupt each other, which I corrected by using the same media source for each. Additionally, players would miss seeing the stable diffusion visuals due to a lack of understanding of what triggered them. I added a sphere to denote the start of the visuals.
Forgetting To Speak
Due to the novel nature of speaking with intelligent animals, some players still wouldn’t ask a question after being prompted to speak. I corrected this by using the AI to remind the player to ask a question if the voice recognition didn’t pick up any feedback.
Breaking The AI
Players who got the hang of speaking with the AI would often try to make it break character by asking ‘silly’ questions. I thought I would indulge them. However, while the AI would break character, it would also remind them of their energy usage.