Some themes.

The protagonist is a young woman, so sometimes the "themes" - if there are any - encountered reflect that. Her world is not one that values the feminine, or otherwise puts femininity into a neat apron and leaves it at that, and so having a character with as much potential and power as Alexandra diCourtne does threaten some elements of her world. As a girl and as a woman, even as powerful as she is, her society places her in a more subservient position. Princesses might believe the best in everyone, but they need to be saved. And so on.

This is also explored through some of the other protagonists: Darius, for example, seems like a typical knight. He grew up from a modest family that kept an inn, and wanted to be like the knights in the stories he had read: honor, duty, bravery. Traits that boys were encouraged to exhibit. That his Lady could potentially be the young girl he had been friends with since childhood, and he could make sure she would come to no harm.

And then he realized that while his ideals were great and all - they were ideals. And what happens when the good hearted knight who wanted to protect others, becomes helpless? What happens when in order to keep him alive, a monster made him into something not quite human anymore?

Sketch of Darius.

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.