Venice 2017.04.23, written by Kuna.
As anticipated last week, I changed Kairi’s father name in “Kazuran”. You can also check his updated profile card in the Kujikawa Characters page. His sprite too is completed:
Maybe you noticed, Kairi’s parents don’t look very friendly (Anna got a pair of “fake expressions” in addition) and it’s part of the story, or better, it’s part of the gameplay. I don’t plan to anticipate anything now because I’m far away from programming that part. I’d like to test it properly and then show you the result that worked better. Anyway, to sum it up, it’s related to player’s choices: the more Kairi behaves (or pretend to behave) like a good child, the lesser his parents will get angry and restrict his freedom. There’s a lot of family theme here eheh : D. Anyway, as I said, I’d like to test it and see how it works. I thought of this mechanic because it fits the story and also gives sense to several choices.
This past week went very smoothly, I managed to work on everything I planned. So second thing I took care of is scene 4. I finally realized what wasn’t working with scene 3 and with my writing in general! Remember the thing: “I’m so into the story and know the smallest detail that I can’t write it in a useful way for the reader”. So I just distanced myself from the story and tried to see it through Kairi’s eyes. I still fall into adding too many irrelevant details into Kairi’s thoughts, but I feel I’m on the right way at least! : D This was a big problem I had with the prologue (which is scene 0-4), so from the “actual game and on” it should be easier as I don’t need to forcefully introduce information and I can just let Kairi tells whatever he wants to. At the moment, scene 4 is around 4k words, only waiting for a final editing.
Lastly I worked on a new CG. It’s from scene 3 but I needed to draw Kairi’s parents sprites first, so it delayed. It’s the “second part” of the CG depicting the car accident: Kairi waking up in a hospital room. Here’s the half lineart:
As the previous CG, this one as well hides some clues to find the truth about the accident itself. I say it clearly: I don’t want a deus ex machina in this story, but this kind of CG will make sense only after some time spent through the game. Also, it wouldn’t be of much use to focus on finding details to solve the story, because I won’t put anything that powerful in them. Instead, I plan to make them clues to push the player thinking “oh, something’s off.” And, as always, CGs like this are from Kairi’s perspective, so they may miss something at first and reveal something else later on. In this process I’ll try to avoid the deus ex machina the best I can : ).