つ♡⊂Dear CapsuleTeam!ദ്ദിᵔ.˛.ᵔ₎✧
Thank you so much for your incredibly thoughtful and detailed reply! Reading that my ideas resonate with the engine's ultimate vision truly means the world. Your commitment to a step-by-step, solid foundation is exactly what gives me confidence for the long term. I'm thrilled to be dreaming alongside you.
♡(*´∀`*)人(*´∀`*)♡
Seeing the new direction with the “Stop building static visual novels” is incredibly inspiring. It confirms that Capsule is aiming exactly where my heart is — empowering us to build rich, interactive worlds.
Since the web editor is currently offline for its exciting overhaul, and as a dedicated mobile user eagerly awaiting news of a new web version or even a dedicated app, I’ve been thinking a lot about how these powerful systems could feel on a smaller screen. My suggestions below are based on this “blind” but hopeful anticipation of the new architecture.
My core thought revolves around this: If the engine’s goal is to let us build “real games,” then every screen, especially the main menu, should be a fully authorable “game space” itself — not just a static launcher.
Here are some dreams and questions about UI/UX freedom, stemming from that principle:
1. The Main Menu / Title Screen as a Fully Authorable Canvas:
The ability to not just skin, but completely place, size, and control every UI element (Start, Load, Gallery, Settings buttons) would be revolutionary. Imagine creators being able to:
Build minimalist menus with only a “Start” button that changes after the first playthrough.
Create meta-narrative experiences where the “Load” button is missing, broken, or behaves strangely as part of the story.
Use animated GIFs or layered compositions as interactive background elements.
The key distinction needed here is between hiding an element (making it invisible but clickable) and disabling/removing it from the scene logic entirely. This level of control is what allows for truly unique game openings.
3. A Humble Suggestion for the Path Forward:
I completely understand the monumental challenge of keeping a powerful editor intuitive on mobile. Perhaps the bridge towards these complex systems could start with enhancing the existing “Simple Mode”?
What if “Simple Mode” wasn’t just about hiding panels, but about providing context-aware, super-simple tools for one task at a time? For example, a “Layer Arrange” mode that temporarily zooms in on element stacking with simple up/down buttons, or a “Quick Variable” button that pops up when selecting a sprite, letting you assign a state without opening the full variable manager.
My ultimate hope is that the mobile editing experience doesn't become a “cut-down” version, but a thoughtfully re-imagined one for touch and limited space, where power comes from clever context-switching and streamlined workflows, not from missing features.
Thank you again for your incredible work. I can't wait to see—and eventually build within—the world you're creating.
Best regards!(★≧▽^))★☆
——白棣(*´I`*)♥