LadyLilith-3D
Interesting thread. Gonna chime in because the game you're describing is similar to what we're currently making: a full-fledged (fantasy) RPG, where the lewd content is an additional reward for players that serves as an extra hook to immerse them into the world and setting. The only difference between your project and ours is 3D vs 2D (and real-time vs. turn-based combat).
As to whether you should develop that type of game? Honestly, only you can answer that...
But there's no reason why you shouldn't try, and make something unique and fun along the way! Especially since the way you write about it is so similar to what we started out with. We wanted
our game to be able to stand on its own legs, without using lewds as a crutch for bad gameplay and poor storytelling. To that end, we did about 7 months of pre-production for our project. This included everything from story/setting to characters to gameplay systems to art style, and a bunch of other stuff I'm not going to bore you with (mainly how to squeeze an additional 3-4 hours of labor from each team member after coming back from work every night, and do it without burning out).
There's 3 of us on the project (artist, writer, scripter), and we're IRL friends which helps a lot, but we still made mistakes along the way and 'wasted' time doing things which we either had to discard as the game evolved, or which ended up costing us way too much time or effort to be worth it in the long run. We got better at production as time went on, but we're still learning, and will continue to do so for the foreseeable future. The main points to take into account -- and always keep in mind as a developer -- is that your time is precious; that real life will always get in your way when you least expect it; and that you'll get frustrated with inevitable setbacks, as well as your inability to faithfully translate the beautiful and amazing vision in your head to something that actually runs and plays the way you want it to.
Dealing with those issues is, IMHO, much more difficult than producing content for your game. Game development is easy and fun if you love doing it - it's all the other stuff around it that makes it hard and challenging! It's a time sink, sure, and you'll probably have to cut down on your social life and weekend pub crawls with the crew, but seeing your vision come to life more than makes up for it in the end! And from your opening post, you sound like you're very enthusiastic about your project. That's good; hold on to that flame because you'll need it, as it'll be the only guiding light once you get into the guts of production, and the inevitable doubts start creeping in (as they should, if you're self-critical, and care about the quality of your game).
So to spare you the same hangups which nagged us when we started out, here's a bunch of friendly advice:
- RPGs lean heavily on their setting, story, and characters... develop these in detail before you start scripting/writing
- dedicate at least 2-3 months to pre-production and brainstorming... take notes, write down ideas... you'll need them!
- produce a detailed and iron-clad design document... fill it with everything from area descriptions to art/map concepts
- settle on the art style early, and once you do don't change it... we went through a bunch, and it ate up a lot of time
- proof-read your writing... nothing screams amateur like poorly written and structured dialogue... don't neglect this!
- borrow systems and mechanics from established games... there's no point re-inventing the wheel if it works already
- build on and improve design elements or mechanics you disliked or were frustrated by while playing 'regular' RPGs
- build a mental map of the core gameplay loop before you commit resources/time to crafting it... reiterate until fun!
- sex content should be drip-fed to players in steady increments... space it out over time, but don't make it too grindy
- your character roster should cover all the 'vanilla' kinks and fetishes... once this is done, add the exotic stuff atop it
- watch a few post-mortems on YouTube... since you like RPGs, check out the ones for games by Obsidian and Larian
- religiously back up your work, ideally once a week... we lost about 2 weeks of art a few months back (laptop died)
- lurk 4chan's /vrpg/, and take notes... anons there like to argue a lot, but most are intelligent, veteran gamers...
- plan out your weekly development schedule... tell your friends/family/partner that you'll be unavailable for X hours
- when working, shut yourself in your room or office, and turn off your phone... that thing is the bane of productivity!
- use commute time to 'work' on your game... you'd be amazed what your brain can do while thinking in the background
- make the game for yourself! (you'll never be able to please everyone anyway; create the game that you want to play!)
That's about all I can think of at the moment... Damn, this reply came out much longer than intended, lol.
Good luck with your project! RPGs are amazing, and here's to hoping yours becomes a success!