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. 

Questlines.

Finishing up writing the critical questline for Chapter 2. There are some conditionals that I need to account for (i.e., some dialogue changes whether or not certain characters are active in your party), and I'm thinking of making a less violent path slightly more difficult to obtain, but otherwise, I really ought to do more rounds of testing. 

Here's a preview.

Chapter 2 Update.

Chapter 2 of Die Nachtblume is 90% draft-complete. The remaining tasks are:

  • [narrative] Write post-battle sequence, which would mean resolving approximately 3 characters if they are in party;
  • [battle] Rebalance and test random encounters and boss battles;
  • [mechanics] Changing Chapter 2 default message window color to make text more readable;
  • [Chapter 1] Removing the "hint" area that was in the Prologue for narrative consistency.

Map Update, plus Controller note:

 

Region IDs have been used in RPGMaker for a long time now, but I hadn't bothered with using them (instead, preferring to do troops that appeared over an entire map, or using events/conditionals) until Chapter 2. In Chapter 2, I wanted some areas to have different enemy encounters, in addition to using conditionally bound events, so there are now dark twisted elves that will fight you depending on area (you're in Arcadia after all...) and more.

A note on controller support: I'm trying to get support for more advanced features of controllers (notably, vibration used on XBox controllers, and PS3 controller support), but it is requiring a lot more tweaking around and experimenting than I thought it would. I have the .dll files needed for these controllers (especially the PS3 one) already in place, but testing is taking a lot more time than I had initially bargained for.