alright! bit of a busy day today, went to the doctors to get some results, collected some boxes, and managed to get in some game devving! (thank goodness)
I finished one hugely long non-optional sidequest. it's probably going to be a bit of a pain for the players, but on the other hand, it's going to encourage them to actually use a feature they've been implementing as they go along (mysterious~*~). so I think it's for the best! plus, since the player is revisiting older areas with extra party members, they'll have slightly diff. convos with some of the npcs.
with that sidequest, I had to edit two of the towns a little. I realised I needed a flower-seller in one town, so I squeezed in a little fenced-off area of flowers and put her at the front of it. it's so cute! and it totally flows with the rest of the town. in the main town of the quest, I suddenly noticed I was using two kinds of fences, so I swapped out one for the other. then I thought it'd look nicer if it was used somewhere else in the town, and replaced the walled entrance with a fenced entrance. according to the boyfriend, it looks better! haha.
I also found some really cool resources! emotion sets for the Big Bad of the game and the prince you're rescuing. so I tossed those into the game and prettied up some conversations. I think it'll be more fun/immersive to play now
:)
I wanted to do two more sidequests, but as I went to do one of them, I realised...I kinda hated it? so now I get to re-brainstorm it, haha. the other one I still haven't totally decided how it'll work, either. I want a "collect all the X" quest that spans pretty much the whole game, but uhh I'm not entirely sure what you're collecting, or why...or for who, or the reward.......... ugh. tomorrow is defs brainstorm + sidequest day (after I get packing!! you guys, moving is suchhh a pain)
