Some basic thoughts, don't have much time right now.
- When disposition hits some value, you can hire her. When it hits another value, you find out where does she live.
If she is unemployed, you should be able to hire her even at -100. Right now we don't track that... but that was the plan.
If you don't want to hire her, you don't need to. As long as disposition is high enough, you can visit her anytime (and do interactions there).
- Girlsmeets. It's basically pickuping in case of new girls, when you try to establish basic relationships. When you meet a girl that you already know well enough, it should be something middle between GM and interactions, I mean available options.
I thinks that's doable, can someone gather some images of apartments and rank them from 1 (poor) to 3 (or 5) (luxury). Game can determine where she lives on girls cash/place of work (I actually asked for some options for workplaces and simple ranking system as well and got some results (as possible workplaces) but those were never finished or ranked/wage determined or sorted by occupations properly (*I think Klaus tried sorting them to some degree) (stats/traits should matter for the wage as well), was about the same time as you wrote the base price sheet for stuff in PyTFall I think).
Those two things would be required if we don't want this system to be too random/inconsistent.
*Options can be more or less the same, responses might be different (Gms in AA2). I don't think maintaining different labels for (most) girlsmeets and iterations is sensible.
*If girl can be hired at low disposition in the future (and that is planned and confirmed in many discussions), there should be no practical difference between them at all... but figuring that out is why I've raised the subject.
- Interactions. Include more personal options that cannot be used on the street. That includes sex stuff, I think, unless you hire a whore.
Maybe, but sex stuff is not exactly offlimits in the forest or part completely either... We can simply block some options based on last label used or something.
Clarify what do you mean by mood.
A decent way to use mood tags based off flags. Actions can set those flags on scale from -5 to 5 for example. Those flags will overwrite settings game takes from joy.
If no flag is set, we determine the "mood" from girls joy.
If flag is set flag determines the mood and overrides joy settings (maybe based off normalization routine, -1 cannot override joy of 90 but - 3 to - 5 will override any joy setting).
There will be a new positional argument in girls show method that will be set to True and have the game pick correct mood images in all locations unless user explicitly sets that to true. We can use the same system in conversations and actions I guess.
It would be a good way to make use of all the work you guys did tagging the images and us coding the tagger system or tagging software that is semi-automatic and might work out marvelously.
Mood will be stuff like: "angry", "sad", "happy" and so on (what we can make use of with tags).
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I have a decent idea that might effect the entire gameplay but not time atm to propose it It's not relevant to moods/conversations.
**I am thinking we should try to give the whole slave training and maybe the gameplay itself different approach. In ancient times, values of skilled slaves was insane (skilled medical practitioner 50 - 70 times unskilled slaves, skilled artists/musicians x25 value the unskilled slaves, scribes x10 value of the unskilled slaves and etc.)
It might not be a bad idea to build the whole game around something like that (full training could take up to 1000 days and require a professional trainer (who can in turn train several slaves at the same time)).
Break first (Simpler/quicker process, good or bad) and teach later. Or break (somewhat higher value and sell at base price). Our exp system that doesn't allow stat to soar without control and that can be controlled through exp_adjust method could be of great help in balancing this as well.
In any case, this is a big decision so I'll leave this to a discussion for now.This was it in the nutshell. I thought about many ifs/buts so it seems like a whole deal to type out...