My goal was to make one of the world's most complex manufacturing processes easier to understand by turning it into something that feels alive and enjoyable to watch.
My goal was to make one of the world's most complex manufacturing processes easier to understand by turning it into something that feels alive and enjoyable to watch.
The RCT style didn't really add anything other than showing it on a conveyor belt of sorts, but it was cute and in a world where HTML and CSS are practically free to make, we might as well spend some tokens on making educational content a bit more digestible.
I'm sure there's a plaintext essay that can explain this just as well if the RCT style was distracting.
Some feedback on the UI. Just knowing there was an automatic timer made me feel rushed while reading each expanded step (regardless of speed selected), so I tried to manually take over the navigation, by using the pause button, next step button, and tapping factories. This caused my conveyor cart to somehow become decoupled from the current step and felt kind of buggy.
I also felt trapped in the Loop, which went around 3 times. I didn't notice an exit button. Better yet, this is a transition where perhaps a swift animation of the cart going around a few times on its way to the next step may help communicate the sense of repetitiveness you're trying to make the user feel.
I was on mobile and I noticed by the end of the park my phone had gotten quite noticeably hot - which is unusual except when under heavy gaming load.
Thanks for putting this together. Ironically, I found your concise and frank little written synopsis at each step the most interesting part.
Not distracting, just felt like a missed opportunity. A factory simulation that you could watch the different ingredients come in and travel through different building would have been neat.
Then the animation would be doing some of the explaining instead of mostly being scenery.