Having 3d renders in DAZ (animations in particular) can take up an enourmous amount of time, but 2d work is compartitively much quicker, plotting the story, the paths and then coding it all so that it doesn't blow up in your face is what is tricky. People often complain about "choices matter" game, but they rarely consider just how much work branching paths make. 6 sequential Binary choices within a game makes for 64 pathways, which clearly is insane, so typically the way to deal with this is to have the paths fork and rejoin the main thrust of the story, if you have zero reactivity and each fork is just an optional detour which leads to (often sexy) scenes (which a fair number of games do) then it is easy, but ORS doesn't so this, there is massive levels of reactivity based on choices, for instance, if Ian goes with Holly to book expo and gets with her, Lena will instinctively back off even though she wants to kiss Holly, and while it is "just a bunch of variables" which need to be set with some dialogue, it quickly becomes hellishly complicated as the number of permutations increases, and the more casual details you throw in, the more complcated it gets, all these little things then have to be tested and you have to make sure that the narrative flows reguardless of what choices you make, and then you have "fun" task of debuging and testing each route.