I’ve actually outlined Neil’s storylines, and divided them into chapters, with 13 chapters total.

Unfortunately, this means no more marriage component. Because visual novel style was the most popular, it seems people would rather follow a good storyline with a whirlwind romance, so making the game end at the end of a story seems like a good way to part.

I will still keep the ‘talk to him daily’ part, of course. You can still walk around and meddle with townsfolk.

In between each chapter, your bachelor will reference things that have happened in the previous chapter, or will talk about future things that will happen in the next chapter. So that it will seem continuous and chronological. If there was one thing I hated about Harvest Moon (aside from their repeating dialogue), it’s the fact that heart events never got acknowledged. They were a one time event that was never mentioned again. So, I want to make sure that when you play, you’ll really feel like you’re getting to know the bachelor, follow him through his daily life, and experiencing romantic events with him.

Basically, I want you to fall in love with the bachelor, and him with you. This is not something HM ever did well, with bare dialogue and personalities that were as hollow as a cardboard cut-out.

But, I’ll try. You’ll experience romance by basically talking to the bachelor every day, until the next chapter starts. And again, there are no wrong answers, so pick which ever one you like most!

I think my new goal would be to simply have three chapters finished of Neil, and have a working tailoring system. Everything else can be added later (including art).

Also, I really do like the idea of a rival tailor character! It’d be even cooler if you can decide their gender, and have some nice girl x girl romance going on.

The clothing

I always talk about the romantic aspect of Tailor Tales, leaving out the ‘tailor’ in favour of the ‘tales’, but it’s something I’m still very much concerned about.

Creating clothing has always been something I liked to do in games, especially if I could also wear them (ala Animal Crossing). I’ve always been set back by the huge amount of artwork that I needed to create if I were to allow the player to mix and match outfits, and I still am. I might still just restrict player outfits to dresses only, but at least they will be unique dresses. With the current sprites I’m planning on using, this should be easier to create than with my previous spriteset.

But! There’s a bonus. With this script I’ve found, that lets the player customize their character’s ‘clothing’, I can finally allow the player to make their character look more like them. This means different skin tones, hair colours and hair styles! I mean, this shouldn’t be too much work considering I’ve already got the hairstyles, and skintones/hair colours are simply a change of hue.

So that means no more Abigail, the second main character. It will simply be Joselina all the way, except she can look however you want to. You’ll start out with a default hairstyle (colour you can change though), with more options in-game that requires gold. This also means there will be a stylist in town to let you change your hairstyle/colour.

On to the creation of the clothing. It will be largely the same (mechanics wise), except this time you will actually tailor clothing for people. A random NPC will enter your shop, and list their requests (they want something red, or maybe a shirt, or maybe a red shirt), and it’s your job to create it and sell it to them. NPCs will only come into your shop when you choose to open shop in the first place. Only a few will come each time, and you can only open up shop once a day.

Dyes will no longer be things you can buy at the market. Instead, you can scavenge for items on the ground (I said before I’d remove this portion, but it’s too much fun to remove it), with each item having a colour that you can turn into a dye. Want gold fabric? Then you need to head over to the mine to get it!

ETc. etc.

Of course the part I’m focusing on the most at the moment is getting an actual bachelor route done.

Congratulations Neil

It hasn’t been a lot of votes since then, but I’ll predict Neil will still be in the lead even with a 100 votes cast. So congratulations; Neil is the first bachelor! It must be his awesome hair or something.

I’ve always given it a lot of thought, about routes in dating games. How you’re supposed to self-insert, but then the games never provide you with any options that truly feel like you. I realize writing a million different routes is way too much work and not feasible, but can’t we tailor it a little bit to the player’s input?

Whether you want to be aggressive and kiss that bachelor during a heated moment, or you prefer to be coy and wait until he makes the first move – shouldn’t both be an option? Your personality should come through (or at least the one you most want), and no option is the wrong option. You can’t lose, you should be able to make the bachelor become all smoopy kittens over you whether you chose to mock him with your wit, or comfort him with your kindness. And the route should reflect that. In one route, he can be kind of caring, in another he’ll be cold and aloof. It all depends on you – the heroine of the story!

So I’ve decided to go with 4 endings for the bachelor. This means 4 different routes. In the beginning it is decided whether or not your bachelor was in love with you during your childhood, or he was just your friend. That’s two endings already. As you follow that route, you will get a series of choices you can select that will nudge you to one ending or the other. No ending is the ‘right’ one, you cannot choose ‘wrong’. Just pick whichever one feels most like you! These choices prop up during dialogue, and while they don’t heavily influence the scene (certainly not the outcome of the scene), it will determine which route to take when it’s time to branch off.

For example, with Neil – the snobby little rich kid that he is – he can pamper you like a goddess, or he will bicker with you until the end of the world.

It will be a lot of writing, but it will be worth it to have an ending feel like it was reached because you made the choices that felt the most like you.