
MR MOREAU: Polite and calm to a fault, he cannot imagine a life without rules and regulations. He acts as a mentor to Anneliese, and she has come to depend on him.
SIE: A mysterious being who is clearly not of this world, his motivations are not always clear. He constantly seeks amusement and sees Anneliese as the pitiful heroine of a tragedy.
8129: An android who is in charge of Mr Moreau and Anneliese, before they are brought to judgement by the Council.
THE COUNCIL: The group at the head of the Ministry in charge of maintaining order among its populace; nobody has ever actually seen them. (Oh yes, the generic, all-powerful, mystery tyrants.)
JEREMIE: (past) Anneliese's new neighbour who has moved in under extremely bizarre circumstances, which seem to suggest that he either has connections within the Ministry or with the newly-formed anti-Ministry rebel group. He is idealistic and rushes into things without thinking them through.
HELENA: (past) Shy and soft-spoken, she is Anneliese's cousin and has been living with the family for only a few months, essentially having been abandoned. She often disappears from the house for long periods of time, doing who knows what.
I made one pretty major change to the game, after mulling over it for the longest time. Instead of having the entire game be set in the "present", a fairly large portion will now be set in the "past". A kind of spoiler-y explanation of how the game will function: act one will introduce the player to the premise and characters in the "present", act two will be a "past" based on Anneliese's latent memories, act three will be back in the "present". (Actions in act two and three will very directly affect the ending.)
The reason for this is because I was sitting around, doing some serious thinking. "What the hell is up with this VN? Is there even a plot? How is gameplay going to work?" I realised that I had the "past" very nicely mapped out in pretty extreme detail, and thought that it would be a shame if it were revealed only in tiny bits and pieces, as I originally intended to do. This new outline of the game will definitely allow for a more thorough exploration of the "past" and, I swear, it won't be done in a really derpy "time travel" way.
Updated main menu and character sprites!
Progress as of September 20, 2012...Code:
The game contains 806 screens of dialogue.
These screens contain a total of 14,781 words,
for an average of 18.3 words per screen.
The game contains 14 menus.
NEARING COMPLETION, GUYS. Re: the writing, I'll be adding more dialogue options so it's not a really pathetic one choice per thousand words type of thing. Re: the art, I'll probably be doing some minimal CGs (maybe five per character TOPS). I'll likely release this game by November. SO EXCITE.
Thanks for reading this far! I'll add more details and updates as I go along, and further ranty commentaries will go here on my
devblog.