Branches and roots.

In finishing up Chapter 2 of Die Nachtblume - the Night Flower, the routes branch: there are three ways of encountering the boss (Redcap, in this case), all of which gets tracked. One of the ways to do it results in the character of Alexandra diCourtne having to talk to her party members and re-recruit them to join her in her fight against Redcap - the ones who do not join her, have some resolution.

This was tricky to code, believe it or not. It meant a couple of global system changes, as well as a lot more dialogue than I had planned on.

But, I hope it pays off in testing.

Development is like this: continuous improvement, and delays you didn't quite expect. But the show must go on!

Tidying up Chapter 2.

Included a number of changes: while I had implemented the Party System before, I also implemented:

  • Victory screens;
  • Autobattle (particularly helpful in Chapter 2, as the random encounter rate is higher);
  • Skill Steal system (though it requires a new playtest);

and implementing encounter rate change, so for example, there can now be Repel and Lure items for those of you who want to adjust the rate of encounters like that.

Credit goes to Yanfly Channel for the above scripts.

I also did the final map before the actual boss battle sequence, so now it's tidying up and Chapter 2 of Die Nachtblume will be draft-complete within the week.

Thank you for your patience!

It's a party?

Implementing the party modification system from Yanfly (to make it easier to do the Chapter 2 sequence). Unfortunately, as this is a global change in the game, this also means a great deal of checking for bugs - like a game-breaking bug between the Prologue and Chapter 1, where Alexandra's sprite does not display properly.  So that's been the past several weeks, going back and forth between my playtesting and the volunteer testers to figure out what's going on, refining dialogue conditionals, and proceeding from there.

Thankfully, this system helps a great deal; there are certain characters that are necessary to proceed. This system allows the user to see which characters are locked, and inactive but recruited characters (such as what might occur in Chapter 2) still can gain a little experience. This system still allows for checking inventory and assigning equipment as well, and does more behind the scenes.

Test version of the new party management screen.

Test version of the new party management screen.

Music.

Additional music, largely for Chapter 3, was commissioned by Matthew Harnage - he did two tracks. The battle theme for Chapter 3's boss fight you can listen to on SoundCloud!

The second track - more of an ambient/background piece - shows up in other places than Chapter 3, and so I had to shuffle some things around in the latest development build of Die Nachtblume - replacing musical cues and things of that sort. I'm doing testing for this latest build now and then will go back to refine the boss sequence.

Personal issues have delayed things a bit (sickness and work), so have patience!

Scripts and skits.

In Chapter 2 the story starts branching out, and so I'm trying to figure out how best to include scenes that illustrate the characters - though I don't always know what characters the player currently has in their party. Sometimes this means particular tiles that are attached to certain characters having a short dialogue sequence; I also am trying to implement the Skit System to make things easier down the line (especially in Chapters 3 and 4). 

That being said, I have 90% of Chapter 2 done. What remains is the Skit System implementation, a test event, and the Redcap sequence - and Redcap is the boss of Chapter 2!

Chapter 3 is being outlined and some parts worked on right now; for example, I'm setting up music to act as the themes for the battle and to act as the theme for the two sisters you meet in that chapter. Key scenes are being outlined and asset lists made.