Gardening club is useless.
That’s not something I want to say, but it’s not hard to see now. I realized that its far too easy to just ignore it, and that’s not how a club is supposed to be. As it is currently, each plant can be tended to, which increases yields for the results, but that’s not enough reason to devote time to it, time that’s needed for other events.
Similarly
- Relationships flow too slowly, or at least Anya’s scenes take too long
- There’s little use of alchemy in its present state except to create healing potions
- Potion-Making is too time-consuming, even with its progressive systems allowing you to create multiple potions at once
Let’s try solving all of our problems at once!
- Firstly, Gifts! Everyone loves flowers! (unless, evidently, they’re moving…) and it just so happens that the gardening club has plans to allow you to grow them! This might not make it in immediately, but let’s make it so you can grow flowers or plants to speed up people’s relationships! (or, if your a monster, make people very uncomfortable with creepy plants in vases)
- At level 3(10 visits) in gardening club: Unlocks a single-craft version of the mortar! This will allow you to craft some potions during the club, without taking extra time!
- Additionally, implement more scenes(storyline) and progress to the sex scenes that are planned (at least 2 of the plants are planned to do some…interesting things.)
Hopefully, this combination of updates allows there to be some interesting uses out of gardening club! All of this isn’t going to make it into the next build, but a few minor updates(some random storyline scenes from attending, yield changes, and possibly the single-craft-mortar) should.
Corruption and Purity
This one was hard… Very hard
I don’t want to create two separate stories. I don’t want to create a character that has several different personalities, much less try to program that all in dynamically. It would be a nightmare, both in terms of design, as well as coding.
Similarly, I don’t want a system that mostly only affects appearance(ala fable 1’s initial edition) or seems useless.
I also don’t want to create gating that forces you to choose between one or the other for the entire game. People can change!
It’s… going to take some tinkering, but I’m working on making a good implementation! Expect at least a little of it to make it into the next update!
Conditional Errors
As a final note, I think I treat RPGmaker a bit too much like regular programming.
I just fixed an error in the class-choice scripts that prevented the player from retaking previous classes to get better grades.
The error? This.

In my defense, I had just finished refactoring each and every one of the classes currently available, which had involved a lot of conditionals. I then forgot to set the current class and grade to 0 in the classes array, so you could retake a class… but it wouldn’t do anything! Oops!
Doodling and Practicing
As a final aside as to what I’ve been doing…. Anatomy studies, lots of anatomy studies. Here are a few gesture/practice sketches I did before starting on the next scene of the game!

I think I might end up using the rightmost pose… Or something similar, for one of the next scenes!