[Feature preview] Inventory system, repeatable interactions and just generally utilizing what's already there
So, I implemented all these new features for world traversal and interactions months ago, but they kinda played second fiddle to the pressure of making more and more content (which remains the primary focus). I wanted to take some time to actually start using those.
Utilizing the location and interaction systems
This one is self-explanatory. You get to know a girl, you gain permanent access to their residence and you can interact with them at certain times of day, nothing revolutionary, just a welcome addition. Don't want to yap too much there.
Girls will be in different places during the day, Farah, for example, is at work all day, on the couch in the evening or in the bedroom at night. This can also be affected by developments in the story where she might be completely unavailable.
Inventory system and using items on people
What I didn't initially implement was an inventory system, one that could add some interactivity to the process of obtaining 'fun' scenes. I have planned both online store apps (as suggested by patrons) but also just finding stuff in locations, once you click on it, you pick it up and it appears in your inventory.
You've all had a chance to try this out in the prologue, with the gun in the safe in Judy's rekt apartment. While MC already has cuffs and they appear very often and are conveniently available for certain scenes, I thought it still be fun in "general gameplay" to be able to find them for example at Farah's place.
Once picked up, you can select them and they become the active item,then you can try to use them on girls. It's contextual and will work on certain girls at certain times of day in certain locations (and sublocations! such as the bedroom or living room).
Types of items include, but are not limited to, rope, handcuffs, plugs, dildos, cameras, which will be evolved over time as scenes for them are added for various girls. This is obviously a longterm process.
Current WIP stuff
Making it clear that something can be picked up or intentionally making it "hidden in plain sight" "design philosophy" secret gallery token style, not sure yet.
Figuring out the dynamic cursor stuff in a way that is consistent.
Figuring out the styling for the items, whether to use in-world cutouts or stylized versions
Deciding when accessing someone's residence or trying to bang them might be inappropriate given the current state of their progression. Ie reading the room, such as trying to cuff Farah while she's pissed off during a case and what not. Other games struggle with this as well, Rockstar just lets you be a complete out of character sociopath in free roam.