70 Matching Annotations
  1. Aug 2026
    1. For example, a character that might have stood up for you in the first loop could be wanting to kill you in the second one. “The feeling of going through a world in which the law of cause and effect doesn’t matter – that is the core idea of a roguelike adventure game, and it’s a brand-new territory that most adventure games until now haven’t stepped into yet.”

      Jiro Ishii explaining how a "roguelike adventure" works as a visual novel.

    2. On the other hand, “roguelike adventures” are a subgenre that was pioneered by Petit Depotto’s Gnosia. What makes “roguelike adventures” significantly different from “open world” ones are, as Ishii states, the element of randomness and the way the world of the game branches out. While in “open world adventures” there are no changes in the story despite the order in which the player decides to experience it, in “roguelike adventures” the story randomly changes with each replay – kind of like in a “parallel world” scenario, Ishii explains.

      Jiro Ishii praises the concept of "roguelike adventures" in the context of visual novels, where there is an "element of randomness" in how the game-world branches out.

    3. As examples of “open-world type adventures,” Ishii brings up Vanillaware and Atlus’ 13 Sentinels: Aegis Rim and Spike Chunsoft’s Zero Escape series. He once more emphasizes that, in this case, “open world” doesn’t mean a 3D space that you can roam freely. To him, it signifies a non-linear narrative, not bound by time or laws of cause and effect. The player is able to experience the narrative freely (by “picking up fragments”) in any order they like, which ultimately leads them to completing the “big picture” and finding out the true story.

      Jiro Ishii praises what he calls "open world" visual novels where the player is not bound by time or cause and effect.

    1. If you’re aiming to write a truly interesting story, according to Kodaka, that means you’re up against giants like Keigo Higashino (known for his mystery novels). And in order to beat them as a developer, you’ll have to leverage the systems and means of expression that are unique to the video game medium and evoke emotion in players through the story.

      Kazutaka Kodaka opining that in order for a visual novel to "beat" a great novel, it must "leverage the systems and means of expression that are unique to the video game medium and evoke emotion in players through the story."

    2. “To be honest, I haven’t played that many adventure games. I play a variety of different genres of games, and I also read novels. That being said, I believe outstanding adventure games are the ones that use game mechanics in their favor. When it comes to story-driven adventure games, I honestly think novels are much higher quality reading material. After all, works written by famous authors are simply a more interesting read,” Kodaka says.

      Kazutaka Kodaka opining that in terms of telling a story, novels are superior to visual novels. Visual novels can distinguish themselves through some sort of interactive element (or perhaps audio-visual).

    1. If the player can customize characters, statistics, equipment, abilities, routes, schedules, or other aspects of the game, the question isn't whether customization exists. The question is what the customization is trying to accomplish. If customization primarily changes the player's interaction with the game, that's something other than a visual novel. If customization primarily changes the story being experienced, that's more of a visual novel.

      Stella De's principles for when customization is consistent with a visual novel vs a non-VN game.

    2. A visual novel is a type of narrative video game that provides a written narrative experience accompanied by visuals. Visual novels focus on reading and/or listening to a story above any other form of interaction. When a visual novel presents interactions or customizations, they will primarily influence or appear to influence the story.

      Stella De's definition of visual novels.

    1. A Visual Novel (VN) is a digital narrative focused game that requires interactions where the player must be able to impact the story world or the story’s progression. The story and interactions are most commonly presented through a text box and often employ additional forms of interac- tion including menu choices—which often contain sets of actions that the player character can perform—or dialogue options representing the player character’s speech or thoughts. Crucially, VNs have On-Click Progression, where the player clicks, taps or presses a button to see the next part of the story. The aesthetics of VNs are most often conveyed through static images of characters, background art, sound effects (SFX) feedback, and soundtracks.

      A proposed definition of visual novels based on consulting research papers and a collection of "popular" VNs.

  2. Jul 2026
    1. A Five-Step Audit Trail for AI-Assisted Visual Assets

      If you've ever handed off a design file and gotten the question "wait, is this AI-generated?" you know how awkward it is to reconstruct an answer after the fact. Prompt text gets lost in chat history, reference images get pulled from five different folders, and nobody remembers which revision fixed the extra finger. A lightweight audit habit, done at creation time, saves that scramble.

      Here's a five-step version worth keeping next to your project files:

      1. Prompt text. Save the literal prompt used, not a paraphrase, in a plain text file alongside the output. Include the model or tool name and date.
      2. Reference-image provenance. Note where any reference images came from — licensed stock, your own photography, a client asset — and whether you had rights to use them as input.
      3. Revision intent. When you edit or regenerate, write one line on why: "changed lighting to match brand palette," not just "v2." This turns a folder of near-duplicates into a readable history.
      4. Output checks. Record what you verified before shipping — text legibility, anatomical errors, brand color accuracy, resolution for print versus web.
      5. Disclosure. Decide in advance whether the final asset needs an AI-assisted label for the audience it's going to, and note that decision.

      None of this requires special software; a shared doc or spreadsheet works fine. The value is in doing it consistently, not in the tool.

      If you're working in a platform built around iterative prompting and multi-reference composition, like Muse Image, the same five fields map cleanly onto its workflow — prompt history, reference inputs, and revision passes are already things you're generating, so the audit is mostly about capturing what you did rather than adding new work.

      The limitation is that no checklist replaces judgment: you still have to actually look at the output, and you still have to decide what disclosure means for your context. But a five-minute habit beats a reconstructed memory every time.

  3. May 2026
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  11. Sep 2022
    1. the thing is about vision, same with the ear, you can only see a few at a time in detail, but you can be aware of 100 things at once. So one of the things we're really bad about is, because of our eyes, you can't get the visual point of view we want. Our eyes have a visual point of view of like 160 degrees. But what I've got here is about 25, and on a cellphone it's pathetic. So this is completely wrong. 100% wrong. Wrong in a really big way. If you look at the first description that Engelbart ever wrote about what he wanted, it was a display that was three feet on its side, built into a desk, because what is it that you design on? If anybody's ever looked at a drafting table, which they may not have for a long time, you need room to design, because there's all this bullshit that you do wrong, right?

      !- insight for : user interface design - 3 feet field of view is critical - 160 degrees - VR and AR is able to meet this requirement

  12. Apr 2022
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  21. Apr 2020
    1. One thing is certain when it comes to navigation trends, users and designers seem to be fed up with completely hidden styles and demand options that work in similar formats on desktops and mobile devices. This might be one of the reasons a vertical pattern is trending.
    1. A top navigation conserves more vertical page space than a left navigation. With a left navigation, the navigation links occupy the left column of your page. This shrinks and narrows the content area of your page, which means you will have less space for your content. A top navigation, however, uses minimal vertical space, which allows you to occupy the content area of your page with content only.
  22. Mar 2020
    1. Layouts uses the Bootstrap framework, so everything you build with it is responsive. Sites that you build with Layouts display great on desktops, tablets and phones. The Bootstrap grid will shift and adjust automatically according to the screen size. Layouts gives you additional control over the exact appearance in every width. You can manually select how the grid will appear, to get perfect positioning on every device. You can even completely hide parts of the page if you don’t want them to appear on narrow screens.

      Good illustration

  23. Dec 2019
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  26. Aug 2019