Do not talk about your awesome plans until your project is almost finished.
Instead, write a few scenes, or get some of your gameplay to work.
On Sunday Day 7, increase your Charm at the Fight Club (drink beer in v2.3 or sleep with a prostitute in version v2.8). Then, go to the Mall and buy six necklaces (v2.3) or rings (v2.8) and one teddy bear.
Perhaps you are interested in creating a cute story in which the main character can end up with one of several love interests.
Get your Sim Girl in thirteen days: ---------------------------------- Start with Strength 28, Knowledge 1, and Charm 1.
Train at the swimming pool solidly twice a day until Friday Day 12, increasing your Strength and Charm and gaining money.
Or any other tutorials that'll help you make a sim date in general?
Or perhaps you want to mix some relationship elements into your mainstream video game. The first decision you make will unlock a major Event Flag for your story/game: If you're not creating a product with the intention of selling it, then know what you're getting into.
There are plentiful social interactions in that category, and excellent animations for each of them.
Dating goals give direction to Dates and may reward you for performing well in them.
Then set a realistic deadline for yourself, and don't change it.
The English-speaking Ren Ai Game community has too many examples of games which only had demos, or which never amounted to more than ambitious plans.