Hello. It's nice to see someone continuing this thread, as it's always inspired me reading the ideas that people talk about here.
I'm still pretty inexperienced with AGS specifically, so take all this with a grain of salt, and I don't know Persona, but I imagine all of that could be done, particularly as I've been planning how I'd do some things like that myself - especially adding a relationship aspect (not dating, but that shouldn't be a big difference) to a game that isn't all about it.
I can't give much coding advice, but as I see it, the basic idea of developing relationships with characters should be really simple at the core. As you interact with the characters, that interaction changes some variables (they probably need to be global) in the game - that gives you the "social link level" directly - and those variables change what interaction possibilities are available in the future. You'd check the variables in dialogues and scripts and have conditions for those to act accordingly.
Of course, this is basically the same advice I'd like to give to almost every query here about how to realise some general idea: there are some variables that determine the state of the game world, and you interact with the game by changing those variables within limits given by them, and then the game shows you a different state that you can interact with.
I also have an idea for how you might do the daily cycle thing: Make leaving some key rooms activate a script that offers you options based on what part of the day is going on. So, you might start in your own apartment in the morning. Then, when you leave it (walk to the edge of it, probably shown as a door), you're given a dialogue with options as to what to do next. You choose one thing and then go to a room or series of interconnected rooms. Then once you've been there long enough (determined by the game or your own choice) you can walk out of the front door or whatever and are given another dialogue giving you choices for what to do in the afternoon. I could see ways of making this differently and perhaps better, but this is one starting point.
Dates should be simple to keep track of using variables again.
That's where I'd start, the next step being figuring out how exactly to make AGS do it in detail. I'm sure the people who really know about this stuff can give better advice.
I'm still pretty inexperienced with AGS specifically, so take all this with a grain of salt, and I don't know Persona, but I imagine all of that could be done, particularly as I've been planning how I'd do some things like that myself - especially adding a relationship aspect (not dating, but that shouldn't be a big difference) to a game that isn't all about it.
I can't give much coding advice, but as I see it, the basic idea of developing relationships with characters should be really simple at the core. As you interact with the characters, that interaction changes some variables (they probably need to be global) in the game - that gives you the "social link level" directly - and those variables change what interaction possibilities are available in the future. You'd check the variables in dialogues and scripts and have conditions for those to act accordingly.
Of course, this is basically the same advice I'd like to give to almost every query here about how to realise some general idea: there are some variables that determine the state of the game world, and you interact with the game by changing those variables within limits given by them, and then the game shows you a different state that you can interact with.
I also have an idea for how you might do the daily cycle thing: Make leaving some key rooms activate a script that offers you options based on what part of the day is going on. So, you might start in your own apartment in the morning. Then, when you leave it (walk to the edge of it, probably shown as a door), you're given a dialogue with options as to what to do next. You choose one thing and then go to a room or series of interconnected rooms. Then once you've been there long enough (determined by the game or your own choice) you can walk out of the front door or whatever and are given another dialogue giving you choices for what to do in the afternoon. I could see ways of making this differently and perhaps better, but this is one starting point.
Dates should be simple to keep track of using variables again.
That's where I'd start, the next step being figuring out how exactly to make AGS do it in detail. I'm sure the people who really know about this stuff can give better advice.