Standardized YAML frontmatter on all 47 files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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title, description, type, status, workshop, agent, round, created
| title | description | type | status | workshop | agent | round | created |
|---|---|---|---|---|---|---|---|
| Round 3: Araminta — Visual Design Proposals | Araminta's visual design proposals for fog, HUD, and environmental storytelling | workshop | archived | wheres-the-fun | araminta | 3 | 2026-03-05 |
Round 3: Araminta — Visual Design Proposals
Where's the Fun? Workshop | 2026-03-05
The Reframe, From Where I Sit
The interview confirmed the diagnosis I was hoping was wrong: both reading AND acting were failing simultaneously (Q5). Visual hierarchy "would have helped" (Q17) — but the deeper finding is more alarming than a hierarchy problem. NPCs did not register as people at all (Q6, Q7). Sova Transit was "game level with dots" (Q14). Zero legibility. Zero attachment. Zero foundation for any emotional, moral, or mechanical loop to run on.
The life-sim reframe (Q1, Q15) makes this problem bigger, not smaller. A life sim is entirely load-bearing on the readability of people and place. If you can't tell who someone is, what they do, and what kind of space you're in — you cannot live in the world, build relationships, build businesses, or have impact. The social simulation is invisible because the social substrate has no visual form.
This is not a polish problem. Character and place legibility are the structural foundation of the game. Everything else — the moral arc, the asymmetric information mechanic, the knowledge graph, the monologue — assumes the player can SEE who and where they are.
KEEP
The 3-tier visual hierarchy concept. Jeroen confirmed it would have helped even in the broken v0.1 state. Keep this as the organizing rule for ALL feedback signals: danger (critical, immediate), relevant (actionable, player-adjacent), ambient (world texture, not requiring action). This carries directly into v0.2 and becomes more important as the feedback tool suite expands.
The diegetic UI philosophy. Inserts, overlays, in-world anchors. No floating HP bars. Nothing that breaks the fiction of being a person in a place. Jeroen's vision of job-specific information tools (mystery board, journal, AR overlays) confirms this direction — the player's HUD is their neural insert, and different careers have different inserts. Keep this as an absolute rule: every UI element belongs either to the world or to the character's insert system.
Fog and perception rendering. The technical pipeline works. Keep it. Fix the fog edge (item 3 — pure visual bug, no mechanical dimension), then leave the system alone. It's not the problem.
The principle of contextual name reveal. Even in the current implementation, interaction prompts obfuscate NPC identity until resolved (design intent from item 7). Keep this. It's the right visual mechanic for a knowledge-based game — the player's visual information tracks their character's knowledge. A stranger is "Unknown Person" until you have a reason to know more.
CHANGE
1. Character Legibility — Dots Must Become People (Priority 1)
This is the single most important visual design problem in the project. Not because it's visually broken, but because nothing else can function without it.
The problem: All NPCs are visually equivalent dots. The player cannot tell dock workers from Commission officers from bar staff from suspects. There's no visual hook to begin forming identity, tracking individuals, or reading behavioral state.
The strategy — three layers:
Layer 1: Archetype silhouettes and color. Each NPC archetype gets a distinct body-language posture and a palette anchor. This doesn't require full character art — even at the box-and-label stage, dock workers should carry themselves differently than officials. Color is the fast read: Commission blue, dock-worker orange, civilian grey, bar staff warm amber. These map to faction and role simultaneously.
Layer 2: Behavioral state reads. NPCs in routine comfort vs stress vs suspicion should be visually distinguishable at distance without labels. At the box-and-label level: simple icon indicators above sprites (small, low-weight — ambient tier). Stress shows as a muted amber pulse. Suspicion as a directional indicator. These disappear as art matures, replaced by actual animation and body language. The visual grammar exists from day one.
Layer 3: Knowledge-gated reveal. What the player SEES about a person tracks what their character KNOWS. Unknown person: silhouette, archetype color, no name. Observed (in view >10s): role label appears ("Dock Worker"). Identified (spoken to or monologue trigger): name appears. Investigated (knowledge graph entry): status indicators become readable. This is the same knowledge-graph architecture expressed visually. The screen IS the knowledge graph.
2. Place Identity — Tile Grid Must Become an Inhabited Space (Priority 1, parallel)
The problem: Sova Transit reads as "game level." No functional cluster is visually distinct. The player cannot tell bar from dock from corridor from supervisory area.
The strategy:
Functional cluster palette system. Each cluster type has a distinct base palette that the player will learn to read before they can articulate why. Bar: warm, slightly worn, amber tones. Dock logistics: cool industrial, blue-grey metal. Corridors: transitional neutral. Supervisory/administrative: cleaner, lighter, institutional. Even with placeholder tiles, the COLOR TEMPERATURE of the floor tiles communicates the function of the space.
Ambient life props. Crates, drink containers, work documents, seating — present in the tile layer as visual noise that reads as "people use this space." Not gameplay-interactive (yet), but visually communicating that the space has been inhabited. This is cheap and high-impact: a single prop palette per cluster type costs one sprint and changes the reading of the space dramatically.
Depth and layering. Top-down readability improves dramatically with foreground/background separation. Even placeholder boxes can be layered: equipment in the background plane, characters in the mid-plane, immediate environmental details in the foreground. The player gains spatial orientation from layering that flat sprites don't provide.
3. HUD Visual Hierarchy — All Signals Through the 3-Tier System
The problem: Item 10 — everything has equal visual weight. The player cannot triage. Five simultaneous signals means zero actionable signal.
The change: Every HUD element, every monologue line, every sound indicator, every behavioral cue gets assigned a tier before it's implemented. No exceptions.
- Danger tier (critical red, high contrast, animated): immediate threat, time pressure, consequence now. Rare. Use sparingly or it loses meaning.
- Relevant tier (amber, medium weight, static): actionable by the player right now. This is the tier the player should be watching.
- Ambient tier (muted grey/white, low weight, brief fade): world texture, present but not demanding attention. Most signals live here.
This is a design rule, not just a visual rule. Content authors need to know which tier their signal belongs to BEFORE it gets written and implemented. The visual designer's job is to enforce the tier system as a gating criterion — if it's not assigned a tier, it doesn't ship.
4. UI Chrome and Anchoring
Context menu (item 8): Needs panel chrome — a semi-transparent, insert-styled frame that communicates "this is your neural insert presenting options." Not a floating text list, not a generic dialog box. The visual language says: you are seeing through your character's perception system. Design: rounded-corner dark panel, insert accent color, option text weighted heavier than labels.
Stance indicator (item 4): Remove from free-float. Anchor to the minimap frame or the insert HUD band. Icon + label + keybind, always visible when a stance is active. The stance is a persistent state — it needs a persistent home, not a tooltip.
Monologue spatial anchor: Text appears in a consistent panel zone, but the SOURCE of the observation should have a visual cue in the world — a brief, low-weight highlight on the tile or entity that triggered the thought. This addresses item 9 (observations disconnected from visual source) without requiring complex systems. A 0.5s highlight at ambient tier cost is enough.
KILL
"Visual polish is low priority" (item 6). This framing is wrong and needs to be retired. In a game where visual legibility IS the primary mechanic — where the player reads the world to understand their information state — there is no visual element that's decorative-only. The floor of screen readability is load-bearing. Polish conversations can prioritize specific items, but no visual element should be tagged as categorically low priority.
Floating, unanchored UI elements. Every UI element needs a home in either the world space (diegetic, attached to an entity or location) or the insert space (the player character's neural overlay, in screen-space with consistent positioning rules). Elements that float freely between these two frames break the visual grammar and undermine trust in the interface. Kill the pattern, not just the specific instances.
Uniform NPC appearance. Every dot looks the same. This is the most direct visual cause of the NPCs-as-dots problem. Kill this immediately — even before full sprite work, archetypes need palette differentiation. One sprint, massive readability gain.
The Career Insert Visual Strategy (Carries Into v0.2)
The life-sim reframe with CK3-style bookmarks (Q15) creates a direct visual design opportunity: each career path has a distinct visual identity for their insert HUD.
Law enforcement insert: Clean institutional design. Commission blue accent. Behavioral flag overlays (suspect status, known associations). Information presented as case-file aesthetic — labeled, formal, authoritative.
Tycoon insert: Financial overlay. Asset markers on the map. Investment opportunity indicators. Warmer palette, market-board aesthetic.
Smuggler insert: Street-contacts network. Social graph edges visible between known NPCs. Risk indicators on patrol patterns. Grittier, analog-feeling — like a handwritten ledger overlaid on the world.
Each insert teaches the player what KIND of person they are through the visual language of their information system. This is the "no objectives, just diegetic tools" philosophy made concrete. The insert IS the HUD IS the character sheet.
Design rule: The insert visual grammar is defined ONCE, in the style guide, before any individual insert elements are implemented. Otherwise each feature team invents their own overlay aesthetic and the coherence collapses.
What Carries Directly Into v0.2
- 3-tier signal hierarchy — implemented as a design gate, not optional
- Character archetype visual system — silhouettes, palette anchors, behavioral state indicators
- Knowledge-gated reveal progression — visual state tracks knowledge state
- Functional cluster palette system — place legibility through color temperature
- Career insert visual grammar — one design document, defines the HUD language for all career paths
- Diegetic anchor rule — every UI element belongs to world-space or insert-space, no exceptions
The Priority Order
- Character legibility — archetype palette + behavioral state indicators. One sprint. Prerequisite for everything else.
- Place legibility — functional cluster palettes + ambient props. One sprint, parallel to character work.
- HUD hierarchy enforcement — retroactively assign tiers to all existing signals, fix the outliers. Two-week sweep.
- UI anchoring — context menu chrome, stance indicator home, monologue spatial anchor. One sprint.
- Career insert grammar — define the visual language for all bookmark paths. Design-only sprint, no implementation.
None of these require full art. All of them work at the box-and-label fidelity level. And all of them are prerequisites for evaluating whether the life-sim loop is working — because right now, the playtest can't tell us anything useful about whether the game is fun. It can only tell us the player can't read the screen.
Fix the screen first. Then ask if the game is fun.