Is there anyone who made a comprehensive graph about what features influence which others?
I mostly see people discussing flavour and legit programming issues on the forum but I have the impression too much options meander out to the extremes of the graph and are therefore not very important in the grand scheme of things. I can't code or write at all but I have some ideas on making mechanics interact more solidly with each other. You guys can also have all my cringeworthy stuff from way back when I still wanted to make porn games
Major thing at this point is probably this:
Currently it looks like a dating sim since you spend time/capital on picking up girls to work for you, who then become generic collections of numbers. The flavour text and events are all in the picking up phase.
To make it a pimping game, write events that add flavour and traits to girls based on what they do in their jobs. They are still generic collections of numbers but the focus shifts to a pimping game.
No, no graph. I'll explain why in the follow up text.
We do not generally care about "legit programming" as much as in maintainable code. I've seen far too many projects fail because of perfectly and fully "legit programming" coder under "GUI design paradigm A" and "OOP design paradigm B" and "Scopes control paradigm C" ... etc. was implemented and that resulted in code that was not maintainable by a small team for the purpose they had for it. Here there are just a few rules: Code must be readable, must be expandable and must be the shortest version of itself, preferably with some comments. that still might mean different things to different people but we seem to manage. OOP model must be maintained, but how you do it is up to the coder.
There are no graphs or detailed concepts because we usually write our prototypes and concepts directly with code, seems faster that way and it definitely keeps us (or the two of us who are still hacking at it) on the same page. When you write stuff, it will always end up meaning different things to different people. It's (still imperfect but) better when everyone can take a look at what's up themselves.
I can't code or write at all but I have some ideas on making mechanics interact more solidly with each other. You guys can also have all my cringeworthy stuff from way back when I still wanted to make porn games
Well, yeah, the trouble is that if you're not developing from stage 0, you still need to know game mechanics really, really well. Or most of the ideas will not be useful in any broader sense. OldHuntsman writes the best designs but can barely write 10 lines of coherent code, but he manages the project from day one and know how everything works. If you have ideas, lets hear them but I doubt that a lot of them will be useful unless you understand how stats, skills, traits, jobs, interactions, combat, xp, leveling, AP, relationships, flags, locations, quest and events systems, GUI, buildings and businesses, items and equipment. taxes and etc... all fits together.
A lot of great ideas we got right after the Alpha release cause most of that becomes apparent when you play the game for a while. There is sadly no design document at this time, I am planning and already have an issue for it a "PyTFallopedia" in Civ games format that will make some of those things clearer.
We already have a decent system of traits based off jobs that wasn't there in Alpha. We are not planning to make it a pimping/fighting/exploring/arena/quests/main story line or any game in general. There will be choices and not simple choices that you get as "Forks" as you proceed. General gameplay will be a matter of personal preference, I think it already was to a good point in the Alpha, it'll get better with more content as we develop and maybe some extra people come aboard (we had like 7 members on the team once after Alpha release
Some of their work is still a part of the game and will prolly remain so indefinitely).