I just remembered I have an account here.Nah. Demand for that route would be near zero, so it would just be extra work/an extra state we'd need to track.
First of all, I think this is a great game, among the best ero games I've played actually. As good art as Sanguine Rose, immersive, and longer than a short story - but I'll save my praises for a review rather than waste more space here.
I'm a bit curious how you are developing this game - your workflow, and how you manage to deal with all this code 'debt' from branching story paths.
I've been digging into the code (because I'm thinking about adding a 'Tattoo Parlour' as both a place for Alexia to work and to add evens adding tattoos to match corruption), and it's noticeably difficult to develop for because there just doesn't seem to be many tools for RenPy development.
I don't know how RenPy compares to other visual novel frameworks, but it seems like there could easily be a lot of development time unnecessarily spent fixing bugs because of this lack of tooling. For instance, how can you tell whether a certain path exists which locks you out of expected scenes that you'd expect to happen? I encountered one such bug because Alexia had had too much corruption for the first Greyhide event (after the drunk lunch) to happen - removing the entire chain of Greyhide events. This kind of bug is almost impossible to detect without looking through the code and memorising all the branch conditions, but is the kind of thing visualising events as a tree would immediately solve.
There's this (
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) tool which seems to go somewhere towards that, but it struggles on many of SoC's files. Are there any others that you use which you've found helpful for developing with RenPy?