That sounds a bit like Virtually Date Ariane. It's been a while since I played that game. It has interesting game mechanics and design, though I didn't like the 3d polygon characters (I would have preferred drawn art, or even photographs).Vinet wrote:...I found an american dating sim once, where you had to do the tracing game when you're on a date (like the gardening mama tracing game) when you touched her arm or kissed her, and if you failed it would upset her and your date would fail.
Anyway, what would make for an interesting romance game mechanic? Good question. Some gameplay concepts to think about...
1. A game in which the main character fights for love. Someone, somewhere, somehow, he fights for love... Um, anyway, what if the main character chose sparring or battle companions, and his/her relationships improved as "experience points" after they fought successfully. I thought about this idea because I've read about a mid 90s untranslated game called Fire Woman Matoi-Gumi. Learn more about it here: http://pcenginefx.com/PC-FX/html/pc-fx_ ... _-_f1.html
2. More text/graphic adventure game elements. I believe it would be difficult to incorporate a consistent parser in Renpy. But if you only focus on a few basic commands, or have a few context-specific options per scene, then it might work.
3. Characters pursue YOU. The main character realizes that several potential love interests are competing over him/her, and they all have their own statistics. So instead of building stats to attract NPCs, the player has to watch the various characters' stats, and decide how to react.
Here's a few more general, gameplay-related concepts to consider...
1. The ability to avoid or politely reject potential love interests. While I liked the fan translated version of Tokimemo Girls Side DS -- I'd been waiting many years to actually understand one of the core games -- it was frustrating at times. Had to occasionally date several boys just to keep them from getting angry, since they'd become interested in my main character after she reached certain stat levels. While my character could leave her job or her club, she couldn't reject love interests without causing a lot of friction. Incidentally, my one good ending was with Wataru Hibiya, a character with no rivals.
2. Loyalty and commitment. And by that, I mean something more than only expressing interest in just one character. I mean the option to show interest in a character's faction, club, ideals, beliefs, etc. In order to get together with that one guy or girl, the main character has to authentically support the group they belong to.
3. Taking a step back, and pairing off other characters. The main character encourages friends and acquaintances to get together. He/she might not even have any possible relationships. The player would therefore act through this person, as a matchmaker of fictional characters.