That you coded an inventory system with no previous exposure to renpy is impressive to me. We decided what we needed from renpy was the ability to write a branching story, nothing more for now. So we focused our efforts on learning the ins and outs of Daz which lead to a 1000% superiority in our Daz skills over Renpy.Of course you may
And no, no coding background. I've an analytical background myself so the logical thought process useful for coding is there I suppose but as for touching Daz or Renpy....first time I even had a go was in March. Hence why the steep improvement/learning curve I suspect and why stuff I did earlier , especially on renders,- which I thought was OK - now no longer is.
Basically I have my story and decide what I want the game to do - then work out how to do it! Which is where a lot of the fun for me comes from to be honest. That whole "can I make it do this?" sort of thing. It's also why the game originally kept growing and why the playtesters, quite rightly, took me to task over some of the stuff that was originally in the game.
The inventory system is a case in point. I was so keen to have one, just to see if I could make it work, that I did lose sight of -why- I needed one. In the end it really turned out that the inventory system was just adding steps to the game that either weren't really needed or just distracted from the flow. The most cutting feedback I had was "So...I'm getting Hinterlands vibes here..." which if you've ever played Dragon Age Inquisition you'll know what she meant by that!
For example, there is a stage in the prologue where, for the sake of not spoiling anything, an "incident" happens. Now the MC has a number of ways of solving this whilst on a small shuttle craft. And depending on what solution the MC chooses will take him down various paths, impact on how people see him etc. So far so good. Now two of his options require a piece of (different) equipment. Which seemed perfect for having an inventory system - yet all it was really doing was adding a few extra steps for the MC to find X and use X.... It didn't actually add to the game at all, just added a few extra clicks. I mean, he's on a small shuttle at this point - everything is practically in reach anyway!
Oh God...I hope I don't let you down!
I'll confess I -think- it will be a good game - but we'll wait and see what others think!
Renpy frustrates me sometimes because simple shit I'd do in Python can have strange results in Renpy. Designing an inventory system for example is beyond our skillset at this moment, so kudos to you!
But learning Daz surfaces, lighting, physics, etc. That I enjoy.
It doesn't take much to improve a Daz render to the point where all of your previous work looks shoddy. Even now we have to force ourselves not to go back and improve our old renders. So I understand your struggle!
If you ever need an objective play tester though, let me know. I'd be happy to offer a fresh unbiased view, one dev to another.