Suggestion time!
Finally
Number of girls:
I think we need to avoid both extremes
– with very small number (like up to 10) it will tend to have too much micromanagement and generally plays more like rpg, and that general feeling is more like a harem then being a boos that runs his brothel establishment
– with very large number (100+) , game will need too much simplification to avoid being overwhelming for player to manage, and with reduced importance that single girl will have, impact of any work invested into girls individualities, traits, meeting system or events will be lessened too...
so I suggest game to be balanced somewhere about 40 girls working
I really liked simbro1x system in that matter; there was a weekly plan of actions for every girl that repeated itself, so with a bit of careful planning all that was needed was to set it once, and then the whole building pretty much runs on auto, allowing this “set and forget” playstyle where number of girls never becomes an issue... and gives player time for all those fun things like making movies, looking for new girls, doing missions...
Making movies is a lot more Set&Forget than jobs in SimBro 1x. On the account of girls, allow me to present another option:
(I write this with advanced version of the game in mind)
- Allow any amount of girls
- Allow personal training consisting of:
"Unique conversations" (Setting flags in girls namespace)
"Unique Skills Training" Add set of skills into a class namespace that would be to slow to train in schools or in jobs, but only can be trained through personal supervision.
"Unique events" Having girl do specific action to advance those skills
"A number of hidden stats that can be accessed only through preforming some special action."
- Spend AP for both you and girl while training.
Girls that were trained in such way would have a significant modifier to price (those would almost always or always be slaves).
They would also have significant modifiers to price costumers pay for their cervices and only girls trained in such fashion could achieve maximum rank.
There is a Russian slavemaker alternative called "Valet Pletey" that is currently no longer being developed cause engine for the game was poorly chosen. I want to combine something similar with WM.
As far as player is concerned, girls trained in such fashion are the absolute Elite (of their professions, slaves or not). They educate nobel's youth if training was intellectual (Not as job probably, you simply sell them for a decent price or maybe sign some form of a long term contract if they are free.). Service the best costumers, preform for the most noble of citizens and so on.
btw. Xela, you don’t plan fetishes, but still want clients to have traits? I’m sorry, but I don’t see a real difference if a customer can have trait “big dick” or if he can have trait “likes blondes”
Real difference:
- Girls are simply presented with a costumer trait like 'Huge Dick' and have to deal with it in some fashion.
- Likes blondes would only make sense if we generated costumers first and matched those with existing girls, means extra code and little benefit (in my opinion anyway)
interaction menu:
I like the idea to be able to just rewrite the lines in interaction menu, thus making the girl unique, as easy variant to setting a fully customized event.
And for that we need lines that are replaceable, something simple like introduction, what are you doing, how are you... what can be banal “I’m fine” in vanilla, can become something more interesting “I’m another step closer to conquer the world!” or “I’m just thinking about testing my new “Starlight Breaker” move on someone, will you stay still for a bit?” when customized – I like that
...but on a second thought, it’s probably easy to customize text on these buttons too, so there’s no need to have them (you know, like Chat>interest to Boast>Show her your mad skillz! option)
Modifying text on those buttons would require knowledge of screen language and game itself or me creating code making it easier in some way. There is a number of approaches on how that can be accomplished, it is easier to create a menu as a part of a unique event or interaction that appears after the usual button is clicked, that already can be done with one word:
menu: Jokes are out!
Dates are in, other categories used for interactions as well. We can add to/change girlsmeets as we move forward.
As for the relationship between ingame character, it is a very serious topic that needs to be addressed separately or even in separate thread/dropbox file. I am still not entirely sure how that needs to be approached. Tools at our disposal right now are stats, flags, counters, functions, how that all comes together I am not entirely sure yet, especially I have a huge difficulty separating simpler from advanced version as far as this topic is concerned, cause I want it to be an advanced system in WMlike version and have absolutely no idea where to draw the line between that and SimBro one...