Took some time to think about this by making notes in Things on my phone:
Points for duration
Popping bubbles as typing
Precision scrolling
Taps and double taps
Swiping left and right
Donāt fixate too much on it being realistic, just cycling through those ideas
Plus emotional instructions
Pauses/waits
Taps in other places on the screen
Game like interactions? Angry birds, fruit ninja, etc? Associated emotions or just random? > I think random right? What is the general affect of a phone user? Take notes. Occasional > smile but mostly dead looking or serious or furrowed?
Is there a game over?
Are there leaderboards?
Can you quit?
Keep it fucking simple?
Double tap bubble style
Some kind of minimalist abstract language of input
Made a p5 template project which is where we are now. Iāll start with that assumption and go from there.
Question: what to do about desktop? Have āit is as if you were on your computerā too which the same stuff but some different interactions? Yes makes sense. But separate projects I suppose. One after the other. Phone first because itās funnier. Computer one is the opposite of Boss Mode which is fun.
While I have a couple of moments let me think some more about the interactions/structure here. I will do a few sketches tomorrow to figure out some of the shape as well.
I probably need to sit with my phone for a bit to truly taxonomize this, and also observe other people, but as a starting point (which if weāre being honest is probably going to end up being good enough as phones arenāt that complex and Iām not really trying to precisely reproduce recognizable apps or anything)
Are those the main ones?
And then thereās the question of sequencing. I donāt like the idea of simulating a specific app experience, but I think itās true that there are kind of higher level organizatinos that are worth preserving right? Like swipe down then double tap, swipe down then double tap (Instagram where youāre liking pictures), or swipe right, scroll down, swipe left, etcā¦ (and note that these could potentially be paired with emotion/face notesā¦ but it may be best not toā¦ I can feel this very real tension around whether Iām implying a narrative/real use or not - note that this seems key to me and that as of right now my heart/mind lies with the idea of NOT trying to do any simulation)
What are some of the larger organizational units we might think about (more and more this is seeming like I need some sort of small field study - if only of myself - of using apps and seeing what the behaviour is over time?)
In amongst all this, a key question: WHO is meant to be fooled? Not the player, theyāre meant to look like theyāre on their phone which means mostly just a cursory glance from someone on the metro. But COULD mean theyāre at home or at a party looking busy which might get more scrutiny. But still, itās not like you ever look at anyone and think you know what theyāre doing? Maybe matching swipes. Or games.
This is where the sort of metanarrative of the game comes in I guess. Much as in the previous twoā¦ the idea that itās a tool with a purpose. In this case my working theory (which I really like) is that itās a tool both to look like youāre on your phone (and so a NORMAL PERSON) but also to NOT be on your phone and thus not subject to the abject terrors and punishments of social media and the news and so onā¦ but then of course to ACTUALLY STILL BE ON YOUR PHONE in terms of shutting out the world, hunching, wasting timeā¦ but then maybe arguably to ACTUALLY BE MEDITATING??? Ha haā¦ haaaa? What ifā¦
A part of all this is that we have a game layer. You score points for
And I suppose thatās all. And thatās plenty. Could be really juicy, could be restrained. Unclear for right now. Kind of funny the juicier it is, but the juicier it is the less I can buy into the meditation storyā¦ which I do actually quite enjoy?
Thereās the component of this that refers back to It is as if you were playing chess, which is guidance on how to compose yourself physically, and most obviously facially (though because I just wrote āphysicallyā Iām realizing that postural changes work pretty well here too). I donāt think these need to be connected to the interactions - you can smirk, frown, raise an eyebrow, be dead-faced (the most common note, haha) to anything any content any interaction. But this is an important bit for the āurban camouflageā idea involved in this.
God, this is actually pretty good? Iām talking myself into this pretty hard right now. Ah, young love.
The resolution on this image sucks, but itās still legible I think. Or not? Maybe click to view? Struggling with just how terrible it isā¦
Next step is some prototyping, indeed.
Early days still but did produce a simple prototype of randomized circle-tapping yesterday (which would be the build associated with this journalās commit). I was happier than expected with the visual presentation on my phone, though need to discourage/rule out landscape because it just doesnāt work and isnāt part of the way you generally think of/see people doing stuff on their phones. But yeah the opening salvo worked pretty well. The commit included a couple of things to think about:
- Consideration: the amount of time between taps
- Consideration: The size of the icon, the size of the hitbox(circle)
- Consideration: OOP versus functional programming as this scales up?
- Consideration: Juice (or lack therein) around the act of tapping (sound, animation, something else?)
(44c547a)
Thatās all mostly technical stuff but itās true especially I need some kind of philosophical position especially on the feedback element (juice or not juice?). There clearly needs to be feedback but my inclination as of right now is to lean into the kind of āZenā conceit involved here and to make the sounds simple chimes or other zenny sounds (gongs?). Some way of continuing the emotional tone of calm, sort of trying to catch onto the seeming calm of this kind of phone use, but making it actually calm, but making it still engaging? So prototyping some sound formats makes sense, starting with Zenning. The other more obvious would be like a āpopā and the satisfaction around that, but I think that may lead to a more brainless experience?
Some simple animation for the circles appearing and disappearing makes sense too - maybe a combo fade+size in, and then just a size-out? Will try something today as I want to prototype a bit.
Then thereās the expressions thingā¦ how to communicate body posture, emotion, thoughts, faces. Where to put it. I can just copy the chess game but worth revisting. Spoke with Rilla this morning around using emoticons (as in ASCII emoji) as a way to suggest things, but I think I probably still prefer the austerity of texts for this elementā¦ thereās this balancing act/trick around trying to hit the engagement/dissociation/peace target. Which I like as a core challenge for this one actually. And for the whole potential suite.
One of the things that has been rising in my mind through thinking about it, talkng to Femke (about matching apps), and talking to Csongor via the growing stuff repo, is this sense of a larger and more specialized suite of apps based on this core concept. It is as if you were on your phone is the generalized idea, but itās clear that an interesting and worthwile thing to make would be replacement apps for all the classics (WhatsApp, Messages, TikTok, Instagram, Facebook, etc.). Each one is a minimalist set of interactions that replicate what it looks like to be on those apps, but subtracts the content. And you could have all of them to create this phone environment thatās purely about the (soothing?) motions of social media etc., but is really about calm and inner peace because you get the advantages of the Wall of your phone (nobody should bother you, youāre entitled to this space) without the anxieties/pressures of the actual content.
Making this a much bigger project is pretty interesting. I think it still makes sense to start with the general case, though, and then perhaps to expand from there. Because I suspect the larger/broken down Suite would have to be a little more professional, maybe even on the App store instead of ājustā a website. Though maybe the website works for sheer accessibility as the browser really isnāt bad in terms of the screen real estate available and you could make a little fake home screen and so on for it.
Anyway, I think this is the right starting approach for right now.
Rilla asked the question āwhen are you going to make It is as if you were being a person?ā and thatās genuinely pretty inspiring. I can imagine an album or a podcast (which? podcast is funnier) which has tracks/episodes that are literally vocal instructions for āhow to beā in a specific context. Could consult with Jorge and JadĆ© about language, pacing, etc. Maybe make background music in the PO or something fun, and just put them out there. Like 20 minute tracks (akin to meditations) where you donāt have to deal with the pressure of figuring out how to be normal/unobtrusive.
Plays into neurodiversity stuff in pretty obvious ways, but I also think it can play strangely into entry points to meditation, freedom from ourselves. Could also imagine a novel where all these things exist, but letās not go there please. PLEASE.
So thatās something else to consider building up some experitise and scripts for, but itās a totally separate project, but might be fun to think about an episode/track for A MAZE. A general purpose track would be really funny too. Just āaround the houseā would be funny. Thereās a sort of bizarre ālife coachingā angle in it too. Itās definitely funny.
The most boring thing first. In running tests it seems like at least in the ways Iāve been able to investigate, p5 is giving me a pretty massive lag on touch events, enough that it feels bad. I canāt seem to find a way to make this not happen - mostly it seems like any touch fires two events, and the second one is actually the one that takes effect and is delayed enough that it feels laggy. It would be great if I could figure this out as Iām pretty comfortable in p5, but if I canāt?
I played around a teeny bit with PixiJS to write this little thing
// Create our application instance
(async () => {
const app = new PIXI.Application();
await app.init({
width: window.innerWidth,
height: window.innerHeight,
backgroundColor: 0x2c3e50,
antialias: true
})
document.body.appendChild(app.canvas);
const gr = new PIXI.Graphics()
.circle(200, 200, 30)
.fill(0xffffff)
.on("pointerdown", (event) => {
app.stage.removeChild(gr);
});
gr.eventMode = "static";
app.stage.addChild(gr)
})();
I ran this in their sandbox and learned a few basic Pixi things to get a circle you can tap and it goes away. It goes away instantly. However, itās also true that I can get āinstantā performance in p5 so long as thereās no conditional checking if the circle is clickedā¦ which obviously I need, butā¦ why the fuck would a very minimal if-statement cause a substantial delay in processing exactly?
Well okay while I was writing that and becoming so incredulous that this kind of problem could conceivably exist I dug further into the double-event problem and wrote code to ignore the āmousedownā event thatās triggered (LATE) on a touch, listening only to the ātouchstartā. That turns out to work it seems - I get a responsive feel for the taps (though I need to test directly on my phone).
So for now I suppose I wonāt abandon p5 just to keep prototyping in a world that I know, but there are probably a bunch of other questions that are going to arrive around potential physics and feel that I dunno if I can solve. Swipes are a huge one (though I can use the swiping library I think to address some of this stuff? Hammer was it? Something else? Swipe.js?). Still really unclear on how to handle specifically the āswipe rightā kind of feeling most of all in terms of symbolsā¦ could I have literally an arrow that saysā¦ swipe right? swipe left? scroll down? scroll up? stop? etcā¦ more directed, less zen? Maybe thatās the thing that gets me to a less zen place which I think might have been a distraction? (Though I quite like the zen version of this? As opposed to the āfitting in as a humanā versionā¦ hmm itās still unclearā¦)
Maybe you could even incorporate the instruction iself into the text about what you do with your face? āSwipe right and winceā?
Exciting I know but as I was interacting with the early prototype on the metro I found that the circles were spawning too high sometimes for me to reach them with solo thumb, which I think itās a pretty default design issue that you are not supposed to have in all these apps? So I should probably think about a spawn zone thatās lowed down to deal with that so that this thing can be successfully one handed.
And thinking of that made me think of
What if I approve the design of this game in terms of āsecretlyā switching between modes which reflect the interaction patterns of different apps, e.g. a TikTok mode, a YouTube mode, an Instagram mode, a Messages mode, a reading the news/website mode? That would help sustain more āsensibleā patterns. I wouldnāt even need to tell the user this is happening up top, and it would then feed more or less directly into work on the App Suite version of this project, for which this thing is in some ways a prototype/general case?
That would allow me to tackle the whole thing mode by mode rather than as a whole mega thing.
So thatās the next kind of plan; break it into modes, have the modes switch at random points of time, but donāt tell the user so they donāt need to worry as much about being āin characterā for the mode. This is sort of the āleast stressfulā version?
I need to think more about the Zen thing. Versus ājustā the social camouflage thing.
I did get a basic swiping thing going with a visual indicator today. Just a little pip that runs along inside a bar based on swipe velocity. Itās not much, but itās felt helpful to have something a bit more clearly responsive and it felt like it got a bit at the question of what kind of visual representation to haveā¦ which in turn led to doing some visual prototyping because Iām still not really sold on the approachā¦
In putting together the above visual prototypes (which I did not labour over, but which were helpful as a way to break free from the code) I kept running up against the classic stupid question: what is this thing about. As with any portion of the project, itās really hard to make serious decisions about anything without having the underlying principles in place.
There are a few competing ideas going on here, not all necessarily on the same axesā¦
Iāve thought about the Social Camouflage thing as primary - helping people fit in while avoiding social media exhaustion- What about passive experiences of a cellphone? When people are watching YouTube, theyāre just watching YouTube; do we have a āWatch this rectangleā activity? I mean, thatās very funny, but goes against the idea you can āloseā I had earlier. Or does the timer not expire for watching the rectangle? Watch this progress bar, with no timer for losing.
In writing this out I think a more abstract understanding is better. So no need in this version to think hard about what the interaction sequences (and specific screen locations) are for, say, TikTok.
Iām concerned by the tension between relief/social camouflage and the gamified version where it seems like it would be very stressful. Why would you play this as a game specifically? Thereās some way in which that ends up feeling too close to the real experience? Am I just concerned that without some gamified element people wonāt see the point in interacting longer term? But if itās an application, then itās not really intended to be played in that way - itās a tool not a game?
This is making me think we kill the game-y elements.
So weād be landing on something like:
Iāve done more prototyping at this point such that weāve got passably okay version of generally tapping locations, swiping left or right, keyboard input.
The big interactions missing are double tap (maybe I seek to solve that today in the abstract) and scrolling (which introduces the fear of working with swipes and pans somehow, but maybe itāll be fiiiine)
Once I get some kind of version of those two things it would be time to think more structurally about how all this works in terms of a flow through the game, notably changing modes, how Iām going to deal with the question of visual representations, how Iām going to deal with colour (or not), how Iām going to deal with sound, ā¦
Uh quite a lot of stuff. My main feeling, though, is that the project is on a good trajectory that I can handle. And that it remains a pretty fun feeling idea.
As I started trying to āeasilyā ābreezilyā implement double taps it felt like the moment that everything would break apart (mostly my mind) in terms of the structures at play. It spiralled me out into thinking (fantasizing??) about OOP and inheritance and a beautiful clean cool implementation of All This. So I stopped what I was doing and turned to visuals as a way to do something a bit less dizzying.
But the point remains. At some stage I either need to move to a ābetter frameworkā for this project (plain JS? Pixi? Phaser??) or I need to build some of that better framework myself. Neither option is super appealing in this exact moment, but the stage to do it is probably closer to now than to later.
Ugh. But also, kind of fun once you get into it? I feel like Iām oscillating on it, but probably itās āeasyā (ahahahahaha) to work with p5 and OOP/inheritance. Plus Iāve just kind of wanted to build something out entirely in p5 and I guess this could be it?
Anyway I also did some more visual stuff to think about the front end of this thing.
More ideas about scrolling. The main preoccupations here are going to be:
Doublt tapping seem relatively fine. If weāre going symbols then I think the double circle makes plenty of sense in terms of a target and a simple indication of whether the double is complete.
New on the scene, and plausible with the current plan to remove the āgameā stuff around scoring and passivity. The idea that one of your tasks is just to look at something for a set amount of time. (Note that this isnāt actually incompatible with points now that I think about it, if we explicitly introduce the timer for how long to be passive for.)
The question of what the instructions should look like. Pretty trivial tbh but I thought I should do it. Probably a black background lends them more credibility. What about a white box outline? Probably too confusing if we have a āwatch this squareā setup somewhere in there. Putting them at the top, where weāre less likely to have interactions (because of thumb radius) seems smart.
And then two kind of vomit-inducing colour palettes. I donāt like either of them but I thought I should at least gesture toward it. The muted greyscale that references/is from the Chess edition makes sense to me. Abstraction, not fun, not unfun, just there. Dark mode/light mode? Perhaps yes.
Wow, Pippin. Just wow.
Well I did convert the ācode baseā to OOP over the last couple of sessions and it was predictably pretty satisfying.
The unsurprising result is that it makes the project feel kind of manageable in a way it wasnāt feeling before when I was kludging away at the functions level. It no longer seems like Iāll go further and further insane as I try to add additional ideas into the code because the place to intervene is much clearer and I can rely on inheritance to keep things (relatively) calm.
The more surprising result, which I mentioned in commit 4d55b31 is that it feels much more like thereās an alignment between implementation and the spirit of the project. Some of that is probably ultra ultra inside baseball in the sense that itās just something I care aboutā¦ the idea that the code reflects the result in some fun way, whether metaphorical or literal or whateveral.
But I think there could be more to it. The code is now broken down mostly into
With the idea that a State is just a particular kind of sequencing (statistical? more calculated than that? a pattern? a grammer? Tracery?) of a specific set of interactions. A finite state machine OR WHATEVER. Amirite? But probably I am right and that is it and I should actually look at FSM implementation ideas.
But the appealing thing here is the connections I think get drawn between (letās say Iām right and itās) FSMs and the human desire to know what to do. It kind of explicitly is an answer to the very human cry āI want to be a Finite State Machineā? Input to output baby.
So Iām saying that in switching programming paradigms Iām finding a better way of thinking about/expressing a part of what this whole thing is about, which is the desire we maybe have (sometimes?) to be more like computers doing computer things in computer ways. (And perhaps to some extent a ton of videogames are exactly that in a more obfuscated way?). Anyway, Iād like to pursue this further as I go, but hereās at least a marker of something found.
Yesterday I spent time making the scrolling interaction more like what I think of when I do it on my phone, which is crucially that I will semi often flick scroll (swipe into a scroll) and then catch the page to stop it (a press). I felt like that scrolling behaviour needed to be in there, so I made the effort to do so. And as part of all that introduced the pan/drag based scrolling as well.
So Iāve ended up with a kind of complete representation of scrolling at this point. Including different ālengthā scrollbars (visually the same but different relative scrolling speed - needs work). All of which does for sure have me wondering if Iām just reimplementing stuff that already exists if I just used some framework?
In a way, too, I think my intuitions here are related to the sense that you could implement a lot of (all of?) the features I have so far by literally havingā¦ you guessed it, a scrollable HTML element. That you wouldā¦ scrollā¦ in the way that things scrollā¦ on mobileā¦ i.e. get all the behaviours for āfreeā.
Why not do that? I donāt have an incredible argument, but I feel cautious that approaching this as a sort of āweirdly implemented webpageā might lead to gaps in my ability to control how things look and flow into each otherā¦ that it might turn out to be secretly awkward to do well (god knows the way Iām doing it may too of course). I think thereās maybe some philosophy involved in this too; like if I had a truly scrolling element then itās somehow against the principle that the player only performs the āactā and doesnāt actually get the result. But I donāt know if that truly holds up or not, given I have a UI element that shows scrolling and, for all intents and purposes, is scrolling? So I dunno. I dunno.
Anyway, for now the point is to use p5 to make a project and Iām happy to use the canvas and have a sort of app-y feel to the whole thing, rather than tangle with HTML which, letās face it, is a nightmare much of the timeā¦ positioning and all that.. ughhhhhhhh. Just give me a rectangle baby.
Continuing with pretty meta stuff, I did some refactoring that meant that my Browsing state went from controlling stuff to just being a configuration object specifying the touch events (e.g. swipe, tap, pan) and interactions (e.g. scroll, tap) that the state should run through. Which felt really liberating in that moment - the vision of all the specific states/use-cases/activities as configuration of an underlying structure.
But does that have significant implications for how things unfold down the line? Does it design/engineer me into a corner? Or a channel? Or whatever? Does it close off design space at the code level?
There are various things where Iād want flexibility per activity, but as Iām writing this I feel like itās mostly data driven at that point? That any activity is just a sequence of interactions fundamentally? So maybe itās fine? I DONāT KNOW.
The other very tiny thing I did today was add a pause between interactions. So you finish a scroll. It disappears. Thereās a beat. Then the next thing shows up - another scroll or a tap depending RNG. That was fundamentally just a needed thing and I implemented the dumbest version (a delay with a small random variance in timing) just to have it there because it felt badly off without it.
But in doing so it felt like it highlighted/invited other elements I now need to address.
The interaction seemed to want some kind of UI acknowledgement of task completion, I guess in a way that previews and justifies the element disappearing. So maybe the element turns green, or flashes, or whatever smiles at you. Maybe thereās a sound. Maybe a check-mark shows up. The specifics of this depend a bit on the personality of the overall project actually. Thereās a big difference between āturns greenā and āClippy shows up and congratulates youā for instance. So itās a thinker.
And then of course thereās the question of how long these delays should be. Because those delays are in part about staging out the userās interactions. You donāt want them just scrolling non stop every 500 milliseconds because that wouldnāt ālook rightā right?
(Although I think thereās a big question floating around that I havenāt tackled which is the question of HOW RIGHT this should look - is someone glancing your way? Are they studying you to make sure youāre REALLY ON YOUR PHONE? Or is the metric that the player should feel like they are REALLY ON THEIR PHONE? That they can imagine some kind of task flow where they would be doing what they are doing?)
And ALSO in adding the pause I found myself wondering about the place in the flow of all this of the āactingā (the instructions for facial expressions and other stuff, breathing patterns). I wondered in the commit whether there was a case to be made for having those Acts be part of the larger flow, so not on screen at the same time as the interaction but rather as an action of their own.
There are ways that makes a kind of very soothing sense to meā¦ a flow of actual interactions and more emotional/psychological/postural actions. Thereās a part of me that things that having actions and interactions on screen at the same time would be a kind of cognitive overload risk when Iām trying to keep it as simple and robotic as possible.
The counterargument to that is that there might be a case for performing an interaction WITH a specific affect, and if theyāre sequential I donāt see how that would work. Something like āperform the next interaction with an exasperated faceā? Ohā¦ actually I really kind of like that. āReact to the previous interaction with disbeliefā? Hmmmā¦ that versus āPerform this interaction with an exasperated faceā ā¦
Hmm Iām convincing myself of the serial flow. I will at the very least try it out next time.
Well I āmissedā a week of development there because I was preparing a talk I gave on Thursday at the ARTSLab at the University of New Mexico for the Gale Memorial Lecture Series. Fancy me. I did talk about, or at least mention, this game so there was a teeny tiny sense in which I did stuff. The idea of this game got some good laughs and some interest from one audience member about helping people with addiction to phones etc. which was kind of interesting - I told them about the zen gongs version and how that had made me think about it as a potential meditation aid. But thatās ended up feeling more like a āforkā of the overall project. But funny to think about forking it.
Iāve already marvelled about it in the commit messages today, but it was really pleasing to implement a Dating activity with a minimum of confusion and difficulty thanks to the framework Iād set up for the Browsing activity. I was able to just add a set of classes that represented the approapriate swipes and then it kind of just worked without too much difficulty - it was working within say 20 minutes of starting in on it I think.
As of now the Dating activity is ājustā swiping left or right or up with different weightings. So itās mostly left (no match, 20 of them in the array), a bit of right (match, 3 in the array) and a tiny bit up (super match, 1 in the array). That is a breakdown of 83%/12.5%/4.5%. Probably too weighted on a superlike.
This has done the usual thing of opening up questions, particularly around:
I added acting back in. Itās currently serial, and itās currently that you have some probability of getting an Act versus an Interaction. It works in the sense that it shows up and so on, but I need to start taking a closer look at how it feels, building toā¦
How do I test this thing? Most obviously I just test it on my own for as long as Iām able to identify things that arenāt satisfying, but at some point I probably need to show it to someone else.
Thereās the question of framing too, which may come out of any testing I do.
Let me pick up my phone now and do some ādatingāā¦
ā¦
It feltā¦ pretty great at a base level? I continue to feel like the core project here makes sense. I donāt even totally know why, but just being told to take the actions associated with a more specific kind of real world activity and having them be recognized is in itself satisfying.
In doing it there are some questions/notes thoughā¦
Hmmm, so thereās some kind of challenging stuff in there.
š®āšØ
Not that itās ātaking too longā but it might be a good time to consolidate what the different arms of this are that require more work. Obviously itās not ready now, but what does it need? In no particular orderā¦
Pippin lies down on a sofa and holds his head in his hands.
ā¦
As I lie here, I think that it might have been overstepping for this project to think so closely into activities. And you know, I was happy about it at the time, but I think I even made a note that this would be useful for later, rather than for this exact project? I think itās more important for the āon your phoneā project that itās justā¦ āon your phoneāness rather than looking like youāre doing something specific. That thereās maybe even a value to it being kind of inscrutibly just āon your phoneā and not āoh heās on tiktok, oh heās on instagramā. To which end youād actually just want a totally randomized set of actions you go through, and some kind of pretty generic Acts that you act out at the same time that match up with someone who is just āon their phoneāā¦
I think I buy that? I still want to make the Suit version where itās all a more specific exploration of specific interaction sets, but I donāt think I want to confused them right now.
So if I revisit what needs doing itās more like:
Spent a bit of time in response to the issues identified doing some more visual prodding to see where I could get to and I think I like the direction. The tutorial thing is reassuring - can make it disappear, but initially having the language to set the behaviour is helpful I think.
And then thereās the idea of how to position any other UI elements, like a Zen Mode toggle and an info button?
Leading to the idea of just dealing with that on a title page to keep the play screen relative clean?
As I do all this, that red arrow in the mockups is making me want a splash of colour in amongst it. Maybe the interaction areas/items could be pink or something?
Anyway, it was pretty soothing to do this because I feel like Iām creeping back to something simpler and less directly connected to actual UI. More abstraction, not less.
Hwellā¦ I implemented those mockups pretty literally over the last few days and the game has kind of jumped from feeling a bit off to pretty much feeling like what I wanted? It suddenly feels close to done ā though naturally that doesnāt mean it is close to done.
Crucially I think it seems to work. Iāve had Jim look at it for the ādoes it make any senseā angle and he got it. As mentioned in a commit somewhere, Iāve had Felix play it and got the excellent feedback that he didnāt want to stop, helping to emphasize the instinct that thereās just a bizarre moreishness to these sorts of basic interactions (which Iām hoping will also play into the Zen mode when I get to it). I also showed it to a couple of other people from the perspective of observing and they confirmed that yes, I looked like I was on my phone, haha.
There are still plenty of things to tidy up around the language, some tweaks to layouts and more. And then thereās Zen mode, a menu, and such. But yeah itās reached that point where it feels inevitable that Iāll release it as a real thingamie.
The next big question for the game is how to create the Zen mode. This is more of a design brainstormy moment but the point is to use the same structure of the game (like, exactly the same) but to have to it communicate and ideally be a meditative experience. So:
So those are I think the main concerns. None of them are actually all that high challenge, just a thing to do. I guess I try out the different potential textual approaches specifically.
I havenāt written a Why for this project. Let me do that.