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This page is a scratchpad/sandbox to be used by VNDB moderators for drafting guidelines before they are moved to the proper pages, keeping track of proposals and tasks and whatever else may be useful but doesn't quite fit on one the existing pages.

1. Release animation

Discussed in t17596, this section will be added to d3 once the changes are live. Some things left to do:

  • Come up with some guidelines for the "background effects" options.
  • Find SFW examples as replacement for, or in addition to, the few NSFW ones.
  • Find short video samples that we can self-host for all animation types.

1.1. Draft guidelines

Effects such as zooming, shaking and sprite translations are not to be considered animation. Same with lip sync and eyes blinking as it is handled in the last section. Animation must appear in the reading sections of the game, gameplay sections (if they exist) are not considered.

Animation can be indicated in five separate sections, based on the types of content they appear (story scenes or erotic scenes, the latter is only available if the release has been marked as 18+) and the medium in which the animation appears. There are three media:

Character sprites
A character sprite is a cutout character presented on the foreground which is not embedded in the background CG (BCG). It can comes with a "sub background" e.g. furniture, but the whole is independent from the background CG.
It can happen that a character sprite, while being on the foreground, is embedded in the background by having their feet on the floor while matching the perspective, but either the same sprite is used in a different BCG or the BCG replaces it with different ones.
CG are illustrations taking up the whole screen. They cannot be decomposed into character sprites (as defined above) and BCG.
In the case where animation is involved, each frame must be separately considered CG.
A cutscene is a non interactive animated sequence that breaks the continuity of the game.
Breaking the continuity means that if a game is entirely animated, even if you lose control of the animation, it will not be considered a cutscene because it doesn't interrupt the flow in any significant way. Think of cutscenes as isolated non interactive animated sequences that pop up suddenly.
Example of games featuring cutscenes are

For each section, you can indicate whether the content and medium exists and whether they are animated. If a section is animated, you can select the type(s) of animation being employed and its frequency. Available animation types are:

Hand drawn
Also known as frame-by-frame, 2D animation, traditional animation or cel animation. Every frame of animation is drawn independently of each other. You can see this type of animation being used by most 2D anime.
Big hint: if the animation doesn't use Flat Tints Only, it has a good chance of not being hand drawn but vectorial animation. Hand drawn animation is relatively rare in visual novels.
Vectorial animation is made animating a pre-existing illustration using various post-processing techniques, often with the help of software such as E-mote, Live2D or Adobe After Effects. The illustration is manipulated in various ways to simulate movement, such as deforming and/or stretching parts, cutting and moving around other parts, etc.
One thing that gives away vectorial animation is that the movement is not natural and the illustration stretched. It may give a 3D feels even though the original illustration is in 2D.
If software is used to generate a complete 3D model out of a 2D illustration, flag the animation as 3D instead.
Animation using computer-rendered 3D models. Some 3D animations apply post-processing to make it appear in the same style as hand drawn animation (e.g. by using cell shading), but these should still be flagged as 3D.
Live action
This type of animation uses video recordings featuring real actors or real-life scenery.