_________________________________
 SUMMARY

exploration  =>  money
money  =>  buy abilities
abilities  =>  new places to explore
abilities  =>  unlock NPC hints about new sexy scenes you're able to find.

side-quests are just NPC hints about new sexy scenes you're able to find with your current abilities.



 SIMPLER
1) money => buy ability
2) ability => access new area
3) new area => money + sexy scenes
repeat

ability => unlock new NPC hints about new scenes/places you're able to find.



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 Main Backstory

Each ability reveals one of the 4 fortune crystals in Yipe Castle
 (magic key doesn't count)


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 Scene hints

After getting a new ability, everybody in Yipe town changes what they say.
Their hints mainly point you in the right direction to the queen's quest destination.

The destination's characters provide any remaining hints about the situation

new ability		=>		Yipe town has hints about what the new place is and where
										The destination town's situation changes drastically,
										 and the there are hints about what the dungon is and what to do there.
new girl		=>		Destination town's situation is resolved to an interesting new state.
									Yipe town characters now talk about that place's new situation.
repeat



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???  (not decided yet)
 Time of day  (optional)

Time of day can ONLY change at the INN.  Player chooses the time.

Time of day only affects non-hint NPC's in a place during its end-state. 
They change their physical location and dialog for each time-of-day.
Always non-critical scenes and dialog.

Time only changes what non-hint NPC's say.

Changing the time implies to the player that all NPC's have something new to say.

Best to save this for late-game so the player doesn't get confused about where hints normally come from.



_________________________________
 Pacing

Have 2 styles of gameplay:
1) Zelda-style puzzler dungeons, based on abilities
2) Story sex-scene fetch-quests

Money is found when exploring dungeons, and used to buy new abilities.
Abilities are used to access new dungeons and explorable areas.
New abilities combine with old abilities to create more varied or more complex puzzle combinations, adding variety and challenge.

 Story sex-scene fetch quests
Quests don't have to be presented as missions.
An NPC could simply mention that they want something / like a thing.
And another NPC could provide the hint for seeking that item.

These are hints to search for Final Fantasy style story key events in an area. You're given a goal and a hint. Maybe something to acquire for the requester, and a clue about where to look for it.
But that's all just an excuse to lead to player to stumble across entertaining scenes or money in those places. The hint tells the player where to go and what kind of oddity to look for in that place.
It's possible for the player to discover these on their own without any hint and acquire the key item ahead of time.

Either way, presenting a quest-giver with a requested item rewards the player somehow.  Sexy scene?
But... why backtrack if the quest-giver could just show up at the scene itself, and then unexpectedly get involved, creating an interesting situation to deal with. The requested item doesn't always have to exist as long as the player finds money in the process.



 Should quests be offered at specific times of day?
No.
There's no reason to encourage the player to explore the ENTIRE PLANET 3 times every time the time-of-day changes.
But...
 Seeking an item COULD be time-specific...
If an immediate hint clearly tells you when to visit a place.
This must be handled carefully. Unlike other hints, the quest-giver itself should provide this info, so there's no chance the player is guessing. Also highlight this info with YELLOW TEXT.


Find shops outside dungeons that sell different ability items.