So, boring mechanics stuff here.
I spent the last week working on a mod for another game (way longer than I had originally planned), and came up with a cool framework for a load/save screen, which also relates to this game. One of the reasons I like to do mods is to learn how to do new things in RenPy.
I've been planning on 10 save slots per page already, with autosaves and quicksaves enabled, 'cuz RenPy does that and I think it's cool.
Anyways, I came up with this modified save/load navigation framework, and also learned a bit about displaying a bit of extra information along with the saves. Here's a screenshot from my DMD mod.
So, I want to draw your attention to the scrollbar at the left. While for shorter games you may not need say 2000 save slots, my goal for this game is a lot of paths over several weeks of ingame time. Since there may be a dozen or more ladies available for potential hookups once the game development is much further along, I can definitely see people wanting to try various combinations in different playthoughs, so having the ability to organize saves into 'page groups' could be a very useful feature, assuming that I'm able to develop that much content for this game.
So the time I spent getting sidetracked was indeed not wasted, as you'll probably see a similar feature in Consent.
I'll probably have some key data being displayed along with the saves (now that I understand how I can do this), plus the save description of course, although I'm not quite sure which key info would rate being displayed on a save slot. The day/day of week certainly, and maybe have 'head pics' of the top 2 or 3 gals relationship wise... most of the other stats are 'utilitarian' so there's no reason to track them on the load or save screen.
I've already developed a 'gal ranking system' for another purpose, but the variables involved with that would carry over quite easily to the save screen icons.
Of course, you'll have the save description box to work with too, so that you can include a small amount of text to describe what you feel is most important to you with the save in question.
Money would probably be a good item to include with the save screenshot, although this game isn't going to focus on money all that much... at least not in the sense that 'you only have $300, and have to pick one or two things' that you've seen in other games. Sure, it'll allow you to buy stuff to help you out in various ways, but at the end of the day, it'll be the time spent engaging in positive interaction with a gal that will earn you the most brownie points...
Money will of course tie in with some of the more 'global goals' for the storyline. About the best example I can think of is Lab Rats, where you are earning money and using it for day to day stuff (lunch, etc.) as well as to buy needed materials for more important stuff. No serums/magic pills though. Not in this game anyways, I have no desire to re-invent that wheel. Affection bribes are of course another matter... gals tend to love dinner dates!
So yeah, you'll have a job, plus be going to school, and will need to study of course. But there will be ample opportunities for other, more sexy activities as well. The mechanics for tracking these activities are worked out already, although for day 1 they will not matter all that much. Day one in the game is your birthday, so you'll be focused on that for most of day 1.
I like to share eye candy in these posts, so here's an early version of Mitzi. I've done a few tweaks to her since this render, adding some more detail to her face and body, but I sitll like how she looks in this early render.
Maybe this is what Mitzi looked like in high school. I wanted her to look a little older than this in my story, plus she was one of the first characters I put together, so she's been 'reworked' a bit since this render. I'm keeping this outfit on standby though, she looks good in it!
I used a 'stock photo' as the background here. I may fall back on those from time to time, but at this point I have a number of 3D environments in my model library, and will mostly be using those.
The new render machine should be arriving next week. In the meantime, I'm focused on coding some of the dialogue to make good use of my time.
Back to work!