Room 208

Elaborate Burn

Posts from May 2012

All the Small Things: Cinematography in Sankarea

I almost didn’t pick up Sankarea, but I’m very glad I did, and the show’s direction is part of the reason why – it’s taken an otherwise unremarkable premise and lent it an unmistakable atmosphere. It turns out director Shinichi Omata (working under a pseudonym) is an old hand at SHAFT now working on his own projects, much like Shin Oonuma, and you can see some of the techniques common to Akiyuki Shinbou and his protégés here played in a more subtle, but still effective, manner.

The Architecture of Open Source Applications

From the authors:

In these two books, the authors of four dozen open source applications explain how their software is structured, and why. What are each program’s major components? How do they interact? And what did their builders learn during their development? In answering these questions, the contributors to these books provide unique insights into how they think.

A fascinating read, especially when it comes to looking at applications that I myself use. The deeply-thought-out designs, like LLVM’s, are educational in and of themselves, but it’s also fun to see how programs that didn’t start out so well-architected have been forced to evolve over time to meet new demands. (MediaWiki, I’m looking at you.)

Nazuna saves the day once again. Working!! (first season) episode 6.

No dithering, since it caused quite a bit of visible noise, but I did apply a little fuzziness on color comparisons between frames.

Patema Inverted "Beginning of the Day" 2nd PV

Here’s the preview for the upcoming second batch of prologue episodes, featuring the film’s other main character Eiji.

A second chapter of the “Another Side” companion manga is also out; you can grab a translated version from /a/non scanlations.

So I had this idea for a visual novel mechanic, probably inspired by playing too many Infinity series games, where the player takes the role of a “ghost” who can’t actually talk to any of the characters, but can interact with their environment when no one’s looking. At the beginning and end of every scene, you would get a chance to either remove objects from the “stage,” or place things that you’ve taken in previous scenes. One scene might be set in a kitchen, for instance, where you’d get the opportunity to take a knife from the counter and later conveniently leave it at the scene of a particularly tense fight.

I have a feeling this has been done before, but I can’t recall where.

Edit: I suppose I should mention that the idea was to have the stage-setting replace choices as the primary plot branching mechanism. Going back to the knife example, let’s say the climactic dust-up is between Alice, who is relatively weak physically, and Mallory, who’s fairly strong. Leaving the knife for Alice in that scene would thus mean the difference between her getting overpowered almost immediately and her having a shot at fending for herself. (In fact, my biggest qualm with this concept is that it could quickly turn into a combinatorial tar pit given enough manipulable objects and scenes.) A few people have showed me adventure games with a “ghost director” mechanic at their core, but they all seemed fairly linear plot-wise.

Hyun​-​ae's Theme (piano sheet music)
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