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.

Speaking Early Screenshot

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.

Missing The Visuals Screenshot

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.

Forgetting To Speak Screenshot
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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.

Breaking The AI Screenshot
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