In these animations, there are only "NPC walls". In the game, I use sprites/small pics for people moving between different rooms, and I use "NPC walls" for characters who are more or less stationary for 1 hour or more. E.g., the coachtiger is always inside the stables, and the swork cook is always inside the kitchen, thus they are depicted by a never-changing NPC wall.
The story is about a kind of treasure hunt, and the winner will win the crown of "Kanreiokuku", a kingdom at high latitude and altitude and thus always snowy and cold. The hunt takes place within a small castle. The two heroines controlled by the player participate in the hunt, but there are also at least three other parties exploring. The most challenging thing with this design is keeping track of the movements of these other parties. The appearance of several NPC walls and of conversation events has to be tied to certain time intervals. I really hope it will work in the end. There is an additional secret, connected to the appearing of a hideous ghost, which makes the handling even more complicated.
I will again include a kind of deadline, but this time, it will be different to Cold Trail and Friedrich's Revenge since there will be several solutions for the game, and even if the player has not succeeded in the treasure hunt, he could still achieve a kind of victory by solving additional secrets. And it is also possible to support a friendly party. Thus there are many possible outcomes - I hope that this will increase the re-play attractivity immensily. Well, if it works as I hope, at least.