It is not that I find the MC ugly (she is indeed sexy and cute) but admittedly my kinks make a flat-chested woman register as much less attractive for an otherwise equivalent level of beauty and appealing personality. It is not necessarily an absolute requirement: e.g. I find Elena in Dating My Daugther very sexy and she is flat-chested.
Moreover, having the MC grow closer to the bimbo archetype in body as well as in sluttiness if she gives in to sexy temptation would make the gender switch story register as much more kinky to me. I do not wish her to grow mindless or dumb, just sluttier and more well-endowed since these are the components of the bimbo fetish I deeply fancy. I actually find stupidity rather tiresome, boring, and unsexy, as well as tragically stripping the unfortunate people burdened with it from the best and most important part of human nature, so I do not fethisize dumbness, quite the contary. There are many bimbofication games around, but good, well-developed Ren'py ones that combine it with Male-to-female TF are quite rare in comparison to the whole adult indie game landscape. I know b/c I prowl the net like a hawk for them.
I am not rooting for the MC to become a full bimbo or have an outrageous body structure, just to grow closer and closer to having a well-endowed body roughly equivalent to the Daughter's one in DMD if she keeps giving in to choices that make her more and more in touch with her feminine side. I guess planned game development is already going to increase her sluttiness substantially if she keeps giving in to sexy temptation, since it seems the natural outcome of the process.
In the end, I am content if we are going to have a poll about the issue and let the most popular option win. Theoretically speaking, I would deem it optimal if we could have different body renders for different paths, but if the game auhor says it is too much work to be worth the effort or feasible for the established development cycle, I shall abide and respect by that judgement. However, I have seen (and been a patron for) other games that pursued the multiple character renders solution for bimbo and non-bimbo paths to excellent effect, such as Good Girl Gone Bad. Just saying.
Good Girl Gone Bad is something different. If i use her Art Style i could use the function of Ren´Py to blend characters into backgrounds. And i am sure that is what she does, if you watch the Ren´Py tutorial you can see that such a function exists. If you don´t use 3D assets but 2D characters with 2D backgrounds. Like Hentai VN´s normally do. (But we have a 3D rendered game here.) Not a Art Style game. If i would try to render body parts and set them back together that would not lead to any good end product. So i would have to render the complete scene again and again. Let´s say we have 100 render´s in a update that shows the MC then i would really have to do 200 full render´s to show you the same content. Every render takes a minimum of 30 minutes to finish for my PC (if everything goes alright). But most of the time you are buying a new scene, position your characters in it and find out that there is no light, or the light makes them all glittering like a christmas tree. And then you start to "try" to optimize the scene, this takes time. Mainly because DAZ Studio has a real problem with lighting scenes. If you render in Iray (What is definitely the best solution) then you won´t see the lighting that you get in your render. Only if you Pre-render it anyway. The scene can be complete black and you have a supernova lighting out your final render. Or you see perfect lighting in the program and say "Yes, perfect, please render this" then you press the render button "fuck, black picture, what the heck did happen here again."
Because i am working part time on this projects, what i am doing at the moment, will be the maximum what i can deliver with each update. Until i would find a way to optimize work processes.
I don´t know any game that did the following combination and was long on the market:
1. Doing 3D Renders
2. Having a good graphic Solution (The old solution took less time to render but i don´t want render´s that look meh)
3. Offering you different options for your main character or different main characters
4. Doing constant updates every month
5. Person worked alone and part time on the project
6. Constantly testing their product before a new update is released (so that all choice flags and points that can be earned are calculated and set correctly. And choices and paths lead where they should.)
7. Game had choices that did matter
If there would have been an easy solution that i know. I would have already given you some choices for your character that you play.
But as i see it, if we have 2 different character development paths, we would need double the renders. What means that a single picture that takes 30 minutes, takes 60 minutes if we decide to do that.
(and if it is one of that scenes that is driving me crazy again, it could be something like scene takes 120 minutes, twice 240 minutes)
In DAZ Studio simple changes in lightning or materials, adding a character or item can change that a scene takes 100-200 % longer to render. And if you are like me (don´t know why. I know possible reasons but not what exactly was the thing at that moment) then you are stuck there. Sometimes you can add 3 characters to the scene rendering time does not add, add a 4 one and the rendering time increases because maybe he wears a not optimized shirt or something.
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And one good example for doing different paths in games and how such a thing can affect it is jessica o neils hard news (one of the games that i personally love but without content for months again now. I stopped my pledge yesterday because there have been too much delays). There was one update where you got only content if you had chosen the right path for it and where interested in it. If you where not in that path you did get nothing for months again.
That´s why i want to add things like i did in Space Travels 0.13, when you finally get to this update you can tell me what you think about that.
I added different things like "Side Quests" that everyone can do. That are no must do but will lead to a few new scenes later on. And as planned it will have impacts even much later, because you already know that people and other don´t.
I will try to keep such things interesting and let your choices be remembered. But i don´t want one update that says if you took Choice A 4 hours ago then "sorry" you won´t get nothing out of this update, because this update needs Choice B to be selected. So i hope you can see that i am already walking on a narrow ridge there, because i want to hold a balance.
Same goes for School Transformation there have been a few "flags" in the 0.22 update that got set. They will have consequences for future scenes too. You will go somewhere where another player does not go or later. But it will never be soooo long that one update goes Pooooof you don´t get nothing.
Why am i telling you all this? Because i want to make something different here, games with replayability where choices matter up to the grade that i can provide. Giving you the chance to replay the game and take different choices. We all know there are thousands of games out there where you can make choices, that never matter. Can i promise you that it will be different in my games? Not really, but i will try and i will try hard. Because i have played a lot of different games and i have seen very good and bad examples of such things.
I will take notes about flags that i set and what i wanted to do with them. I will take notes about how much relation points you could possibly have and find a solution at what numbers you should have enough and see Scene A or Scene B or Scene C. But if it really feels different at the end? That´s something every player will have to decide on his own.
I hope in the end you will remember my games as some of the "better" ones. Thats what i aim for, i don´t want to be the best but i want to be remembered as someone that made games you liked to play.
Have a nice sunday
Jirina