More interactions with the girls are always worthwhile in these sorts of games. Honestly, it may not require something as complex as you might be thinking. I can't speak to the coding side, but from a writing angle it can be as simple as three sentences and two images. Just a moment catching Lili's eye when she is wearing something that is making her blush and asking about it. Or when she is wearing one of the outfits without pants or without panties under a shirt just asking her something like "I hope you are enjoying the breeze." She can reply with a little embarrassment, and that's a fun little bit of interactivity with outfits.
The biggest issue is the sheer amount of information I need to take into account even for tiny interactions like that.
Most importantly: What outfit is the girl currently wearing, and what is her corruption state? Cookie cutter events only get so far before they become detrimental to immersion and enjoyment, especially if they are repetitive and don't evolve.
With the amount of outfits most of the girls already have, the amount of events and small variations that are needed is pretty damn high.
Don't get me wrong, I want to do it, and I will - but it's going to be a significant time investment and not something I can just pull out of my hat if I want to get it
right.
Or something along the lines of the player noticing she is 'being very careful not to bend over'. No stats even need to change in these sorts of events, necessarily. Even just observing the girls can be fun. For example, you already have those lovely interactions between the girls when Ada or Juno are wearing something naughty. Those are great, so having the player observe more of that would be awesome. The girl's teasing each other, anything like that.
The outfit reactions have been incredibly fun to make, but they are a perfect example of why this type of event is very, very time-consuming to do
well.
I need to take into account:
- The outfit owner's outfit
- The outfit owner's exhibitionism/obedience/lust
- The reactor's exhibitionism/obedience/lust
That on its own is not much of an issue - but now consider that I have to do that for each possible pair of girls, and the task becomes ridiculous. Which is why the girls currently only react to Ada and Juno, and that alone took me a long time.
To be fair, that time included setting up the entire system, and any future reactions will be much easier to implement - but it is a massive task nonetheless.
Celeste has huge potential here to act as a switch. You clearly wrote her to enjoy pushing Juno, and I could see that growing into doing a little soft dominance on her own time. Maybe with an option for the player to step in and put Celeste back in her place in turn...
Anyway, just thoughts. My main point is that this sort of thing can provide huge return for minor effort, since they are bite-size interactions that can be made in half and hour or so. Assuming the coding isn't godawful, for my part I've worked on HHS+ which is very painless as far as making events. Maybe Ren'Py isn't so kind...
And my point is that it is not actually a minor effort. A single one of these events may be, but the absurd amount of events I'll need to make the station feel actually alive instead of
conditionally alive will draw a lot of time away from direct character story progression, which is why I am so hesitant about it.
Anyway, thank you very much for your detailed post!
It may sound like I'm just trying to counter your points and disagreeing with you, but replying to posts like yours help me a lot with organizing my thoughts and planning out the future of the game. I appreciate it!