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When I stopped raising 7 people at once, everything except the entrance became the same | Ohayou Kanojo #224

Introduction

"Ohayou Kanojo" is an X account where an AI-illustrated girlfriend says goodbye to you every morning at 7:30. I write a daily development diary about my personal development using generative AI.

There is an app called YOMIASA that lets you browse past articles of your favorite note creators by date. I embedded two hidden modes in it that you can play while reading: Kitakore Mode and Nigekire Mode.

Kitakore is already working. Nigekire is still under construction.


Since there are 7 of them, I wanted to raise all 7

Ohayou Kanojo has 7 characters, one for each day of the week.

I wanted Nigekire Mode to be a mode where you read past articles while interacting with those 7 people.

So, the initial design was like this: records would accumulate for each of the 7 people. If you read a Monday article, Tsukiko progresses; if you read a Friday article, Runa progresses. The 7 of them would line up and grow little by little.

Since there are 7 of them, all 7 would grow. That was the design.


I rebuilt it 4 times

Once I started building it, the specifications expanded.

When 7 people progress at the same time, the number of things to decide increases.

Who has progressed how far? Who is it currently? Who should I bring out next? If two people meet the conditions at the same time, which one should I bring out first? Is it okay to bring out a girl who has already appeared? Or should I prioritize girls who haven't appeared yet?




When I decide one thing, another condition becomes necessary. When I add that condition, an exception occurs somewhere else.

I decided. I built it. I ran it.

Then, a contradiction appears somewhere else. If I decide this here, what happens over there? I fix it. Another contradiction appears.

I rebuilt it 4 times in one day.

Every time I rebuilt it, the specifications increased. I added conditions to squash contradictions, and those conditions created new contradictions.

In the middle of the 4th time, I stopped.

Is it really necessary for 7 people to progress at the same time?


I aligned the controls to be the same as Kita-Kore

What was making things complicated was moving 7 people at the same time.

In Kita-Kore, the person you are reading is decided from the start. That is why the screen is not confusing.

Read the article. Press. Proceed.

I decided to align Nigekire with that format as well. In the article list, you only deal with one character.

To do that, I made it so you choose one favorite character at the beginning.

This is something I had been thinking about for a while. When I write development diaries, the names of favorite characters appear in the comments. Tsukiko fans, Shizuku fans, Rinka fans, Runa fans. The people reading already had a favorite. So, having them choose at the beginning was natural.

The 7 people remain as they are. But you only deal with one at a time.

When I did that, the amount of things to display decreased. I only need to focus on the girl currently selected. There is no need to worry about who to make the protagonist. Because the girl you chose is the protagonist.

The conditions decreased, and contradictions stopped appearing.


Everything except the entrance became the same

I lined up the finished product with Kita-Kore.

The only difference was the entrance.

Kita-Kore starts as soon as you open it. In Nigekire, you choose one favorite character first. That is the only difference, and after choosing, it becomes the same. The screen layout, where to press, and how the progress is shown are all the same.

Once I made the way to interact with it the same, the way to build it became the same too.

This version worked better than the one I rebuilt four times. People who have used Kita-Kore do not need to relearn anything when they open Nigekire.


The difference only needed to be the entrance

The two modes have different content. Kita-Kore is a game about collecting, while Nigekire is a game about making excuses when the embers of past articles are poked.

There was no need to express that difference through controls or the screen. Choosing one person at the entrance was enough.

I think this also applies to articles.

If you write in a completely different way every time, the reader has to figure out how to read it every time. How headings are attached, how the story progresses, how it concludes. When those are consistent, the reader can focus solely on the content.

Standardizing the format is not cutting corners. It is designed to reduce the burden on the reader and allow them to focus on the content.

Put different contents into the same vessel.

The differences should be conveyed through the content. That was enough.


Conclusion

If it were Tsukiko, she would probably say this.

"It was faster to reduce and standardize than to increase and fix, wasn't it?"

I remade it four times, and it became the same shape as the one next to it. The only thing that is different is the entrance.


Tsukiko's words

You were the one who started saying you'd raise 7 people at once.

We aren't in any hurry.
If you come to us in order, that's fine.

......You turned those four times into articles, didn't you? You're thorough.


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