라벨이 Building with AI인 게시물 표시

What It Means to Design Scenarios with AI

What It Means to Design Scenarios with AI From the moment my kid said "visual novel," we have come this far. Twenty parts. Looking back, we have covered quite a distance. Not a single line of code was written. Ren'Py was never installed. And yet the most important work of this project is done. Scenario design. The work of understanding the structure of emotion and translating it into systems. What I Discovered on This Journey At the start, the goal was "making a visual novel." By the end, the goal had shifted. Making a visual novel is not technically difficult. Ren'Py handles most of the technical challenges. The difficult part is making a visual novel that truly moves the player's emotions. And for that, what you need is not technology but an understanding of emotion. Love is not a single variable but the result of conditions. A scene is not a backdrop but an amplifier of emotion. The consequences of choices arrive not immediately but later. Good ...

The Complete Scenario Architecture — Weaving It All Together

The Complete Scenario Architecture — Weaving It All Together Over 19 parts, we designed individual elements. Now it is time to weave them all together. Here is the complete picture of the design built with AI. System Architecture Summary This visual novel runs on three core systems. 1. Emotion System (3 Layers) Layer A - Fundamental Disposition: need_for_affection, fear_of_rejection, pride, insecurity Layer B - Momentary Emotion: affection, anger, sadness, jealousy, admiration, fear Layer C - Relationship State: trust, reliance, intimacy, tension, resentment, respect Love is not a variable. It emerges from the combination of Layer C variables. 2. Context System location: 5 locations time: 4 time periods weather: 4 weather types (not player-controllable) privacy: 3 levels mood: 5 atmospheres The same event creates different emotions depending on context. 3. Memory System Pattern tracking: did_not_ask, avoided_confession, missed_timing, etc. Event flags: shared_umbrella, saw...

Endings Are Not Success or Failure

Endings Are Not Success or Failure Endings in most existing visual novels work like this. High affection means a happy ending, low means a bad ending. Success or failure. Pass or fail. But real relationships do not divide into success and failure. There are relationships where both people liked each other but it did not work out, and relationships that lasted despite no initial attraction. There are relationships that fit perfectly but the timing was off, and relationships that do not fit but neither person can let go. To express these diverse outcomes, endings must be determined not by a single value but by a combination of states. State-Combination Endings This is the ending structure designed with AI. Connected — High trust + low avoidance + mutual emotion. The most demanding conditions. Simply liking each other is not enough; trust must have been built, and the player must not have avoided key moments. Late Love — High trust + high avoidance. They know each other's hea...

How to Strip Away Cheesiness

How to Strip Away Cheesiness The early conversations with AI at the start of this project were honestly cheesy. A memory-sharing ability, a setting where you can only love for one day, a superpower to directly feel emotions. The direction was to create a special story through special settings. But when I dug into why those felt cheesy, the key became clear. When Setting Gets Ahead of Emotion, It Becomes Cheesy "Two people who share memories" is a setting. "Liking someone but time passed without ever saying it" is an emotion. A setting is interesting, but an emotion resonates. In most cases where a visual novel feels cheesy, the setting is ahead of the emotion. Special abilities, special world-building, special events. These drive the story. The characters' emotions become byproducts of the setting. Conversely, when emotion is at the center, the story deepens even with a simple setting. "Two people whose timing always misaligns" needs no superpowe...

What Happens When You Hand AI a Scenario

What Happens When You Hand AI a Scenario Throughout this project, the area where I talked most with AI was scenario design. System architecture, character settings, conflict patterns, time structure. AI was used in every step. I want to leave an honest review. What AI does well, what it cannot do, and how to use it effectively. What AI Does Well Organizing structure. This is overwhelming. Say "I want to design an emotion system," and it immediately proposes a systematic variable structure with layer separation. Information organization that would take a person days is done in minutes. The skeleton of the three-layer emotion model came out within an hour of conversation with AI. Verifying consistency between variables. It answers logically to questions like "If trust goes up in this event, what should happen to tension?" When variables multiply, humans start missing things; AI does not. Presenting patterns. For requests like "Classify the types of confl...

Time Structure — Variation, Not Repetition

Time Structure — Variation, Not Repetition The emotion system, context, memory, characters, conflict. The individual elements are in place. Now they need to be arranged on a timeline. In what order, at what rhythm, through what stages does the story flow? In early conversations with AI, a time-based structure had emerged. A timeline stretching from elementary school through university. But if you simply lay things out in chronological order, you fall into the trap of repetition. Meeting -> excitement -> separation -> reunion -> excitement -> separation. When this pattern repeats, emotions do not deepen — they feel like they are resetting. Core Principle: Each Period Must Have a Different Role This is the principle the AI and I settled on. Even the same emotion must have a different character depending on the period. Take just the single emotion of excitement: Childhood excitement: Comfort. An important presence without a name. Something you cannot yet call love....

Conflict Is Not Created by Villains

Conflict Is Not Created by Villains The characters are designed. Three-dimensional figures whose actions and inner selves diverge. Now I need to create conflict between them. A story without conflict has no emotion. The common conflict pattern in visual novels goes like this. A rival character interferes. A misunderstanding arises. An external event tears the two apart. These are not bad, but there is a stronger kind of conflict. Conflict where both people mean well, but their good intentions collide. I asked the AI. "What patterns create emotionally powerful conflict without a villain?" What came out of that conversation became the core that shaped this project's scenarios. The Clash of Love Languages The most realistic and powerful conflict is this. Both people like the other, but the way they show it is different. One person expresses. Goes straight. If they like someone, they say so; if they dislike something, they say so. Honesty is their way of loving. The o...

How to Create Characters Whose Actions and Inner Selves Diverge

How to Create Characters Whose Actions and Inner Selves Diverge The systems are in place. The three-layer emotion model, the scene context, the memory system. Now we need the beings who will live atop these systems. Characters. There is a common trap in visual novel character design. Relying on archetypes. Tsundere, kuudere, yandere. These labels are convenient but dangerous. If you attach a label first, the character gets trapped inside it. Their behavior becomes predictable, and players do not form emotional bonds with predictable characters. I asked the AI. "How do I create complex characters without falling into cliches?" The Key: Dissonance Between Action and Inner Self The most essential point in the AI's answer was this. What makes a person feel compelling is when their actions and inner self diverge. Someone who acts cold on the outside but cares deeply on the inside. Someone who smiles brightly but is actually anxious. Someone who seems indifferent but is ...

The Art of Delaying Consequences — The Memory System

The Art of Delaying Consequences — The Memory System The emotion system (three layers), the context system (scene conditions). We built two. The third and final core system remains. The memory system. One of the problems with traditional visual novels is that "results are immediate." Make a good choice and you get an instant positive reaction; make a bad choice and you get an instant negative reaction. This turns choices into a quiz. In real relationships, the results of a choice do not come immediately. Something you said today can come back a month later. An act you thought was considerate can later be interpreted as hurtful. This "delay" is what gives a relationship its weight. Accumulating Flags The basic unit of the memory system is the flag. Variables that record the player's choices. default flags = { "did_not_ask" : 0 , # Times you didn't ask at a crucial moment "avoided_confession" : 0 , # Times you ...

Scenes Push Emotions Forward — The Context System

Scenes Push Emotions Forward — The Context System We designed the emotion system. With the three-layer model, we separated character disposition, momentary emotions, and relationship state. We also established a structure where love is never increased directly but emerges from a combination of conditions. Yet as the conversation with AI continued, one missing piece became visible. Tracking emotions alone is only half the picture. "Are you okay?" Consider this single line. Hearing it on a rainy night, in front of someone's house, just the two of you — concern, protectiveness, and intimacy rise. Hearing it in a school hallway during lunch, surrounded by friends — it is nothing more than a casual check-in. Hearing it on a cold evening right after a fight — it is an attempt at reconciliation, tinged with regret. The line is the same. The emotions are different. What creates the difference is the scene . Scene Context The structure AI proposed is this: separate from emo...