I think you need to look up what 'implementation' means. Vague ideas in your head are not the same as implementing those ideas.
When you have an idea, you start thinking about how to implement it in reality, this is the 'implementation' that is in your head. If you don't have it, you won't be able to implement your idea, because you don't know what to do.
Simply put, it is about theory and practice.
Beggarman
Yes, I also come to this conclusion, but the problem is that I don't want to make a linear history, and I don't want to connect different pieces of history through the if, if-else, else, case constructs and create a callback hell.
I also don't like systems based on character characteristics and getting scenes with them in mind, this often breaks the game for the player.
I want to get rid of all those awkward elements that I see in other games, when you have to wander for hours trying to meet the condition to cause a scene...
In any case, the scenes will be individual, the only problem is how to correctly connect, combine and organize them so as not to complicate the development.
I don't get how anyone can find that fun in a game. Shes having sex with people who don't matter, are just clients... etc. and exist for the purpose of "that's her job" or "here is a way to improve sex stats" or whatever else.
Well, it will work well in the context of the game showing how it is changing, and how the world reacts to it.
But these must be handwritten scenes. In General, sex itself does not mean anything, 90% of the pleasure is in our head, we like sexual activities with a secret agent, just because it is so unusual, as they say, the forbidden fruit is sweet. Therefore, for a scene to be interesting, it must have a backstory and a zest, and consequences. And accordingly, it is very difficult to provide these three basic elements for the scene to make sense. The engine should take into account the background, if there is one, or create it, take into account the highlight or create it, and create consequences, and preferably not in the form of numbers in statistics, but with some unique trace in history.
Therefore, generated Johns are not a good option, if the client in a brothel, for example, is a former teacher or an Agent's friend, then it is necessary that he does not just appear randomly in some place in the story. Here you need a balance between her modesty and sluttishness, you should not go to any extreme. If the teacher shows up too early, the Agent will not be able to show anything, because she will be shackled, and if he appears too late in the game, the Agent will already be a simple whore who does not worry about anything, in other words, the player and the main character have already burned out.
You can't just generate a scene anywhere in the story, because it doesn't have balance, backstory, zest, and consequences. An agent who is a whore, and a player who has already passed certain stages will no longer be aroused by foreplay and simple sex, it's like watching porn, you start with simple and move on to more and more depraved things, and you can't go back to watching simple things.
The brothel is only a small part of the story, there is no point in writing a separate generator for it. Each scene must be written by hand and be in its proper place.
The mechanics and engine of Lilith-throne are beautiful, but they pale against the background of handwritten and unique scenes with Amber, and the beautiful collar that she gives the player at the end shines much brighter than all the other game things in the game.