And here we have Hikaru, the sword salesman of Tai Ming, stuck in her stand for all eternity... :/ 


The gardener tending to the zen garden of the first Tai Ming map is another: 



Now though, it's time to focus on getting those ghostly portraits out! There will be a bunch of ghosts for you to interact with in Tai Ming, and the girl with the ball is one of them: 



While I now have a bunch of additional things to make for the stable patch, I have some spare time while Teddy and Fred is creating animations and ironing out bugs. I'll make use of that time by making sketches and ideas for the next part of the improvement spree, now taking us all the way down to Pumpkin Woods: 









In this week's Monday Meeting, we've continued to discuss what manner of things need doing before a stable release. Among such things have been deciding on reward items for a variety of quests, as well as the last remaining chest items.

One such reward we've decided upon is another fancy trinket, which will summon spiders to appear around you, and a skull accessory that gives you a lot of bonus damage but will also cause you to take a lot more damage as well!

We also decided upon the proper places for each of the items (which item is rewarded for each quest, and which item can be found where), and that the ghastly salesman will be selling demonic-looking furniture for you house.

Perhaps most importantly, we went through the final cutscene, deciding exactly how it's gonna play out so that Fred can start making animations for it - however, due to spoiler reasons, I'll try to not say too much about that part for now.

What I can say though, is something completely unrelated, which is that in order to make more use of the give-an-item-to-an-NPC mechanic we've decided to add a new 'system', if you will, where some NPCs will be looking for something and you'll be prompted to provide them with a suitable item. These won't be actual quests as you don't know exactly what you're looking for (the NPCs may not even know themselves what it is they need), and the indicator for an NPC being in need of something will be that they're talking to themselves or the player using speech bubbles - like Haddock as he gives you your fishing rod! The alternative would have been to use the blue exclamation mark, but we feel it doesn't quite fit what we want, and the speech bubbles might also serve to make the towns and NPCs seem a bit more alive.

In relation to that, we'll also be changing the 'secret' early on in the game with the tree stump where you can place carrots, giving it an examine button instead of the blue exclamation mark, and instead of having to collect 20 carrots you'll need to figure out what item to put on it. To help the player figure out which item is needed we'll probably make a carving of a carrot on the stump or some equal quite easy hint - it will be one of the first times the player comes across the system after all, and it will serve as a nice tutorial for it, we think!

We're not completely sure whether these new additions will make it into the stable patch yet, but they'll definitely be added before the release of the proper game.
In the animation department, Fred's working on getting a bunch of ghosts ready with their proper animations, making the torch puzzles more visually pleasing: 





So with those in place, the torch puzzles now look a bit more like this: 




And before we move on, time to go back and do some quick fixes to some of the things not yet quite 'there'. First up, adding more carpets to the school, so now everyone gets one of their own:


Can't have too many carpets, so added one outside the café as well:


This laundry has been hanging here to dry forever, so time to change things around and make both new poles and new laundry (hopefully these will dry quicker ;)):


In the hat shop we added another mirror:


As well as updated the target practice outside Robin's house:


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