Maybe start a team of modders to add pregnancy to games. If we don't find an artist, then use novel ai (stable diffision).
The only problem might be the engine. It will be much easier to implement pregnancy in games using js.
Games where if there was a pregnancy it would be very cool:
- Wings of Roldea
- The Holy Grail Of Alharahn
- Puppeteer's Dreaming & Awakening (?)
- COS RO 1-3
Potentially, even a team does not need to be assembled. For the most part, I have the necessary skills, and, even if not, I will learn very quickly. AI can help with painting, the biggest problems are gluing all the images together, telling the AI what to do (without changing the art style), splitting the picture back into parts, embedding it into the game.
And here is an important nuance, it will not work to embed the difference (pregnant / not) into all the arts, because the amount of work is large.
But in general, it is possible. It is also desirable to have a pregnancy system "separately" from the engine and the game. That is, to write an open engine for the pregnancy system based on an event-driven approach. (Of course, you shouldn't put it on gith.., gitl..., etc. I think it's clear why? The repo will be closed.)
Then, all that needs to be done is to link the native library with the game, implement sending events to the engine, and at the right time when drawing H-events, standing picture to receive information about the current state of the heroine.
This will allow the engine to be implemented in many games, which means that good games can receive support for the pregnancy system as a mechanic.
The software part, so far, is the most difficult one, because the Wolf Engine, for example, is very complicated. But we have an example when a more advanced engine is possible. And this mtool example, it does MUCH more than we need. And, this means the realization of the idea is possible. Perhaps you can even try writing mods through it.
The big nuance in all this is that the rendering of H-events, standing picture is often not a function of the engine, but developer scripts. That is why you need to write a separate library so that it can be implemented in any code.
Write what you think.
For a code storage platform, I suggest Gitgud, the code can be written in C, C++, Rust, C# (not sure), js or jvm (gr**lvm, DO NOT write the full name, it was not enough that one company in O sued us .)
Since this is all done on enthusiasm, there is a high risk of abandoning everything or developing it for too long, therefore it is better to consider high-level languages for the library.
We can also try to use Scala, Kotlin, they can compile code to js (rpg maker mv), native (etc).
If we are developing an engine, it is important to determine the features that will be in it. Also, he should not know how to display the image, or let a separate library do it so as not to mix the code.
About the possibilities:
Must have - +
- Cycles
- Simplified cycles (pregnancy only by chance or pregnancy depending on the number of ml) +
- Pregnancy +
- Childbirth (the possibility of childbirth behind the scenes) +
- Multiple pregnancy
- Non-standard cycles
- Irregular pregnancy
- Irregular childbirth
Why does the engine need to be open? So it will be possible to convince game developers to build a pregnancy system into the game from the very beginning.
And further, finalizing the engine, we will be able to add new features, thereby realizing even non-standard fetishes, such as insects (my fetish).
Plus it's important to make the engine configurable so that the player can turn off options they don't like. If you don't like pregnancy from insects, you can disable it; on the contrary, you don't like pregnancy from humans, you can disable it.
It will even be possible to implement a non-standard pregnancy, depending on the species.