Great Mariodante and I had come up with a similar decision before we made the google group. Here are some things I thought of, I'd like to hear what you guys think about them. I know not all of them or even none of them may go into the first build but I am just trying to say my ideas for what Mielle said.
Type/Verity
Well for the first build I would go further and say that we should just have the standard 2 types (Reimu & Marisa), and if we add a third type it should be Alice (to act as a raper and be the first possible type to be unlocked.) Any others should be added in later builds or patches.
Breeding/Pregnancy/Birth
I think that the Yukkuri in the game should use stalk pregnancy just so that the player knows what the babies are. Plus it is easier to tell that the Yukkuri is pregnant that way, yu lovers will think it is cute, and abusers will enjoy tormenting them. As for how they do it, I think that it should either be random depending on their parameters (obedience, like if you gave them permission to breed or not, and some other stats), you could possibly shake them since that turns them on apparently), or they could be raped by another yukkuri. I do however believe that we should follow the idea that refreshing has a 100% chance of pregnancy. We will need to decide upon how long it takes for the babies to be born, as well as the chances of what babies appear on the stalk. Then we must decide if the behavior and tolerances of the pregnant yukkuri change when it is pregnant (such as is it more likely to make demands, is it more happy, will it be unhappy if there are little or no babies that are of the same type as it, or will it need to eat more, or will it be more sensitive emotionally/physically? Plus we should decide how the father acts towards the pregnant yu and it's children. Will we have it so that there are ways to influence the pregnancy (make happen sooner or later)? How much will the parent's personality and attributes effect the babies, will its condition and the way it is treated while it is pregnant effect how the babies turn out? After they are born how will there parent's treat them? How much will they care about them?
Growth
For growth we should have it so they start as koyukkuri normally (but can fall off early as premature yus, which are harder to take care of). Now the question is do we have it so that over time they get gradually larger or just after a certain amount of time the just a larger body type. What I mean to say is, how many different size transitions should we do? At the very least we should do three (koyukkuri to adolescent to Adult size. It would probably be better however if we did five or more, so that there will be stages between the three main stages (ko, adolescent, and adult).
Interactions
Standard Raising interactions As for the options for interactions with the yukkuri I would recommend that we start off with options like pet, pick up (so that you can move the yukkuri around which it will like unless you drop it from above a certain height, can also be used to pick up poo poo or an accessory and move it around, if you drop poo poo onto a yukkuri you will get it dirty, the same will happen if you drop a yukkuri or accessory into poo poo or pee pee, if you drop a yukkuri on top of another Yukkuri then depending on how smart the one that you dropped yu on it may either get made at the yu that fell on it or at the player), clean/wash (so that you take care of the yukkuri, and also for if the yukkuri falls in poo poo, or clean any poo poo, pee pee, or some other mess made by the yukkuri), talk (you pick from a from a list of nice or mean things to say), Food/Water (place food or water), pull checks (depending on how far you strech them will effect wether or not the yukkuri enjoys it or is hurt by it), hit (this can be used for discipline or abuse), take accessory (this can be used so that the accessory can be cleaned, or it can be used for abuse. I recommend that we have it so that the player can either dangle it over the yukkuri's head or double click it to make the accessory disappear, if you made an accessory disappear then you should be able to drag it back on stage or double click the yukkuri you took it from to give it back).
Standard Abuse Interactions For the starting actions that are purely abusive we should have, flick (light hit can charge for more damage, can be used for discipline), smack (medium hit can charge for more damage, and may inflict light injury when fully charged), kick/punch (heavy hit, that can be charged for more damage, and can inflict injury such as tooth loss when fully charged), Stomp (very strong hit that will likely inflict injury even if not fully charged, but can inflict serious injury or kill when it is fully charged), Rip/Tare (for destroying accessories, it will tare it into pieces, Once it has been torn the player may either fix it (it will not look good and the yukkuri will be sad and made fun of, or thrown away. If it is thrown away it can't be brought back, however the player can buy replacement accessories which will be as good as new)
Standard Recovery/Medical InteractionsNaturally whether you are a lover or an abuser, your Yukkuri will get eventually get hurt or sick, so we will need medicine. The most obvious being orange juice or sugar water, which can be used for minor injuries or it could be used as a reward since they love it. It should be noted that too much can make them start melting, and if you give it too often for reason other then medicine then the yukkuri could become spoiled and eventually become a shithead. The other medicine will probably need to be unlocked.
Standard Training InteractionsThis is for the basic training for yus such as training them to not go poo poo or pee pee anywhere other then the designated spot. I think that this should be done by first telling them to use there toilet, and then punishing or by scolding them when they don't do that, or by praising or rewarding them when they do. I think this would make more sense then a magic toilet train button. I mean for other training such as training for a badge test, we could have a button so that after you click the button and the desired yukkuri it will initiate the training, but for things like toilet training I don't think it would make much sense. We need to think of any thing else to train a yukkuri as well as how to perform the training. I can think of obedience and behavioral training but not of how we would do it in game.
Unlockable InteractionsFor the other love/abuse/other interactions we should have it so that the player gets them by performing certain actions an unlocking them or by buying certain items. The player should have both an abuse and love stat which are to completely separate stats. The higher the love or abuse stat is the more options become available that way the yu lovers won't see the option to buy something like the yu-vicerator, or the same for the abusers, but the stats should be different because there are people who enjoy both yu love and abuse, or there are people who like to make the yus fall into a false sense of security and when the yus are at there happiest they abuse the hell out of them, messed up but you have to think of the people who will play this. For example if you buy a soft brush then you could brush your yukkuri's hair which could make it happier and improve its appearance, or it could make it spoiled and demand that the slave do it more often. A ball or some other toy could be purchased and the ability to play with the yukkuri using that toy can be opened, or you could just give it to the yukkuri and let it play with it by itself or with another, of course you would have the option to take it away as punishment, abuse, or when it is time to train, bath, or go to sleep, the abusers could also drop the toy from above a certain height and use it to hit the yukkuri, which, depending on the intelligence of the yukkuri, may cause it to think that the toy is attacking it, or it will figure out that the player did it and say "Why would you do THAT?" For the unlockable abuse interactions they will be unlocked the same way as the other interactions. The Player could buy tools and use them to build things such as a Yu house, or use them to repair damage from home invaders, we should probably have it so that the player's avatar's ability to build/repair things can be improved the more that they build/repair things, or the more lessons they take. We could have it so that the higher the building stat is the better the object they make is, in addition, the better the stat is the more that the player is able to make with less wasted material, and that the player will be able to sell what they make as a form of income. Or the player can use the tools to abuse the yukkuri. Other then that the player should be able to buy yu playset, training, or torture devices, so that they can use it to watch the yus use them. One such thing could be a yu treadmill, it could be used to give the yu exercise, increase its speed, or it could be suddenly set to the highest setting and send the yu flying back off the treadmill and hits something, or after that immediately turned off if it managed to stay on if it managed to stay on so that it goes flying forward and hits something. Other then that if the players building stat is high enough they could turn the treadmill into a yukkuri trap so that the yukkuri has to keep running unless they want to be sent into some kind of trap. For additional medical supplies, the player should be able to get ramune or ramune candy (sleeping agent for yus), flour (for mild injury), and wonton wrappers (for serious injuries).
Player Stats
Player Starting StatsThe player should have stats that can be improved upon which can unlock different objects, yukkuri, and actions. I already listed a few but I will try to flesh those out some more. I am writing this in the event that the whole stat idea might be
accepted, I know very well that it is probably too difficult for the
first build. The idea behind the stats is to make it so that players
will feel like there is a reason to play the game longer or see what
happens when they play the game in a different way. At the start of the game the player should have all their stats at zero, unless we want to have the player pick a character type like, abuser, lover, or neutral, this would effect whether they would start out with more points in the abuse or love stats, or whether they would be balanced. If we do this then we may want to have the player pick one ability that they wish to have a single small starting bonus in. Naturally the other stats would be at zero. Another thing we could to is give the player a certain amount of points and let them distribute the points where they want to put them. However since this the first build it may be wiser to just have everything be at zero to start with.
Love/Affection StatThe love stat represents how much affection you have shown yukkuri, The higher it is the more positive actions will be unlocked. Plus a higher love stat will improve the positive effects of the love actions such as petting or playing with the yukkuri. A higher your love stat will increase the rate at which the yukkuri you raise will love and trust you, also it will be harder to make the yukkuri stop liking you if you have a higher love stat.
Abuse StatThe Abuse stat represents how much you have messed with, abused, tortured, or killed yukkuri. Like the love stat, the higher the stat is the more options and actions become available. The higher the abuse stat is the more distress things like hitting or taking accessories will cause. A higher abuse rate will increase the rate that a yukkuri will become afraid of you as a result of abuse actions, plus it will allow you to abuse a yu more before it dies as a result of being too rough. When the player gets their abuse stat to a certain level, maybe they could get a mask or a hat that they could wear, since yukkuri normally recognize someone by their accessories, the player could treat a yukkuri with love, then when the yukkuri isn't looking don the mask/hat and start abusing it like in the "High Grade Pet Shop Reimu", that way the Abuse and Love stats would not interfere with one another.
Build/Repair StatI mentioned this stat before, but to reiterate, this stat effects how well the player can build/repair things. The higher the stat, the more things you will be able to build/repair, in addition to it taking less time, material, and money to do it. In order to build or repair something you must have tools and materials. Once your build/repair stat is high enough you can get a job repairing it or you can sell things you build. The price of what you made is effected by your build/repair stat at the time you made it. The player can pay to have someone else build/repair something for them but that is much more expensive, and eventually the player can do a better job then the repair/building person.
Breeding/Raising/Training StatThis stat is effected by the amount of normal, good, or nicehead yukkuri that you have raised, as well as the number of yukkuri you have raised to adulthood. This stat effects how easy it is for the player to raise a yukkuri, and it also effects the survivability of the yukkuri. The higher the stat the easier it is for a player to raise a nicehead, to improve a yu's behavior/attitude, or increase the effectiveness of training and passing badge tests. When this stat is high enough the player will be able to sell the yukkuri they raise without going to a shop, and will be able to sell them for more. This is different then the love stat, because the stat goes up for the longer the yukkuri has been alive as well as the amount of training you give it (gains more if training successful), not by how happy the yukkuri is. So even abusers will be able to raise this stat without having to change the way they want to play the game.
Care/Curing/Medical StatThe care stat effects how good the player is at healing/curing yukkuri of injuries and ailments, as well as effect the chances of yukkuri surviving more serious injuries or illnesses when you are taking care of them. A higher care stat also allows the player to unlock different options and actions, and reduce the amount of what ever material you needed to perform the rescue action, and increase the actions success rate. A higher care stat allows players to work at a better paid position at a yukkuri vet, or at a higher position in the factory. In a later build we could also have it so that a high enough care stat will allow players to experiment on yukkuri, like making a spicy reimu or coffee alice, or possibly making hybrids through Frankenstein-ish methods. The player can have someone cure/heal/treat their yukkuri for them, but it is very expensive, and the player can eventually do it for less with a much higher rate of success.
Yukkuri Personalities
Naturally since this is a raising sim we need to give the yukkuri personalities that are more varied and distinct. Other then the different mannerisms of the different yukkuri types, I think that the yukkuri should have different personality stats that influence what they say. For example a nicehead/shithead stat would depict whether it was a nicehead or shithead, the lower the stat the more likelk the yukkuri was a shithead, while the higher the stat would mean it would more likely be a nicehead, while if it was in the middle it would be normal. A friendliness stat would effect how nice or rude the yukkuri is to others. The politeness stat would effect it's manners, as well as whether it would ask nicely or demand for something. Affection would be how much it liked you. Bravery/Fear would effect how much it fears the player. Stubbornness would effect how difficult it is to get it do do something it doesn't want. Obedience would effect how well it listened to the player. What the yukkuri would say would be effected by these stats. These stats can be changed, but the older the yukkuri is the harder it would be to change them.
Environments and the Events that can happen in them
ParkA place to either go alone or take your Yukkuri out for a walk, and meet other people and yukkuri. The park is usually safe, just make sure that if your yukkuri doesn't have a badge that you stay with it or keep it on a leash or else other people or yukkuri may think it is a wild or trash yukkuri and kill it. Pets are occasionally raped by wild/trash/abandoned yukkuri or just by yukkuri that are not well behaved. The player may run into wild koyukkuri or a family of wild yukkuri and they may ask/demand for sweet sweets or that the player takes them home. Wild Marisa's may try and show mister humans her unbeatable fighting moves if they don't give sweet sweets. Pet yukkuri occassionally fall for wild/trash/abandoned yukkuri and have children with them, sometime they expect their owners to take in this family. A mass extermination may also happen if there are too many wild/trash/abandoned yukkuri.
MallThe player can explore here with or without their yukkuri. The mall is where the player can relax, take a walk, or buy what they need like food and supplies. Encounters with a wild/trash/abandoned yukkuri or yukkuri family may occur. Singing/performing wild/trash/abandoned yukkuri may appear. A wild/trash/abandoned raper yukkuri may appear.
HomeThis is were the player lives and raises their yukkuri. Home invasions may occur, and your yukkuri may be killed or raped. Wild/trash/abandoned yukkuri may eat all your plants and mess up your yard. Yukkuri can be born here. Your yukkuri may fall for a wild/trash/abandoned yukkuri, and ask/demand that you accept its new family. The player can abandon or kick out yukkuri. This is were the player can build/repair things. This is also where the player can willingly breed yukkuri. This is the primary place that the player will interact with their yukkuri.
Your NeighborhoodThis is the area around the player's house. The player can explore it with or without a yukkuri. Encounters with wild/trash/abandoned yukkuri may occur. Yukkuri may get raped or killed by wild/trash/abandoned yukkuri. Yukkuri may get run over by vehicles. Pet yukkuri may fall for or have children with wild/trash/abandoned yukkuri and expect their owners to except their new families.
Forrest/MountainsThis is where the majority of the wild yukkuri live. It is not recommended that the player bring their pet yukkuri here. Encounters with one or more wild/trash/abandoned yukkuri. May run into a herd of wild yukkuri. May find a dosu. Yukkuri may get raped or killed by other yukkuri. My come across a yukkuri nest (family may or may not be present). May come across an unattended curious wild/stray koyukkuri. Extermination may occur if too many wild/trash/abandoned yukkuri are present or misbehaving.
Downtown/Urban AreaThis is where a lot of the businesses are located. The player can find a job here. Encounters with wild/trash/abandoned yukkuri may occur. Yukkuri may be run over by vehicles. Performing yukkuri may appear. Yukkuri without badges may be killed becuase people believe they are wild/trash/abandoned yukkuri. Yukkuri my be raped/killed by wild/trash/abandoned yukkuri. Extermination may occur if too many wild/trash/abandoned yukkuri are present and/or misbehaving.
Yukkuri Pet Shop, and the Yukkuri ShelterThis is where the player can buy or possibly sell yukkuri. The player can also get wild/trash/abandoned yukkuri from one of the other areas for free, but the yukkuri at the pet shops tend to be better behaved, healthier, smarter, and better trained on average, so the player may end up paying for more with all the training and medical attention that the wild/trash/abandoned yukkuri they picked up would cost. The Yukkuri Shelter is where the player can buy cheaper yukkuri that have been rescued from abusers or from poor living conditions. The yukkuri you can buy from the shelter are much cheaper then the ones that you can buy at the pet shop, but they tend to be scared, slow to trust, hard to train, and have weak minds and/or constitutions. The yukkuri from the shelter tend to be healthier and better behaved then the wild/trash/abandoned yukkuri, but they still require more training, health care, and suffer from more behavioral problems then the yukkuri from the pet shop.
Yukkuri Fan ClubsThere are to clubs, the first is a yukkuri lovers club, where the player can pay to interact with friendly, well behaved, happy, and healthy nicehead yukkuri and koyukkuri, and do things like play with them and dress them in pet clothes that are already at the club. If the player has a high enough care and raising stats then the player can sell the niceheads they raise to the lovers club for a lot more then they would get anywhere else. At the yukkuri lovers club, harassing, hurting, killing, traumatizing, or mistreating any of the yukkuri is met with a very large fine. The yukkuri abuser's club is where the player may pay to abuse, harass, torment, and/or kill yukkuri and koyukkuri, the majority of which are shithead or those with serious behavioral and personality issues. This is the only place that player can sell shithead yukkuri. The yukkuri abuser's club will buy yukkuri with any type of personallity but they pay more for nicehead yukkuri and yukkuri with bad attitudes and behavior, they especially pay well for shitheads, They are however interested in how much abuse the yukkuri they buy can take so they won't buy yukkuri with weak constitutions, and they will pay more for yukkuri with high constitutions. They will also buy pregnant yukkuri.
The Factory (Do we need it or should we have it in this build)A place were yukkuri experiments, research, merchandise, and breeding all happen (ok I know that sounded lame). A place were the player can sell almost any yukkuri they have regardless of type or temperament for cheap even if you aren't a great breeder or caretaker. However they won't change their prices even when you do become a great breeder and caretaker. They are however very interested in rare types, hybrids, and mutant yukkuri.
I already know that some of these ideas are too ambitious for the first build, but we can take what we like and use it or we could use none of this at all, but I mainly did this as a starting point.