Maybe you should use object oriented programming so you can have multiple pets and use a similar menu system to what you'd get with characters on The Sims? So a radial tree menu structure?
The radial menu is a good idea I would have to implement that. It actually reminds me of a menu system from the GBA Mana game (Swords of Mana?), it's also radial but you'd see icons as menu options instead of text(as in The Sims).
Actually I'm using a game making software for this (Engine001) and there is support for Templates, so I guess in a way it's OOP since I could make many pets from the same class and templates could inherit from other tremplates as well so I' have no problem designing and exanding on different races, etc..
Having drawn graphics is the way to go as indie games are saturated with 8-bit style stuff right now.
I completely agree.
Perhaps minimising the amount of GUI on screen at any one time unless you hover over particular things, this could perhaps be a feature of said menu which appears in the context of the pet under focus
Yea, I need a bit of cleaning up but all of those graphic/format are just placeholder just to test out the core features.
Disease probability and prevention could be cool. So you could *find* text snippets throughout the game that test the players memory with regard to what the dos and don'ts are for a specific subclass of pet type. E.g. if you let their food go off flies could come along and if they are present for more than X amount of time there is an exponential decay of 1-the probability of it getting a disease and depending on how well you've been nourishing your pet it could determine whether it could fight it off or not.
I could imagine this working but it could get very complicated easily.
You could have ridiculous diseases also, such as bloaty head or slack tongue (borrowing a bit from Theme Hospital there, I admit but you get the picture).
Noted. Those are pretty funny diseases.

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You could make time advance through ages and make it so you can augment your pets when they get old and it's the future, making them invulnerable to traditional diseases but vulnerable to hacking. You could instantiate minigames to *fight off* or *identify the hacker nearby* so you can shut it/he/she down.
This is a bit feature creeping but I appreciate the suggesstion
--UPDATE to Development
I planned on finishing the first section of core features today but I run into a couple of problems which slowed me down. Primarily it was caused by non-familiarity with the software but now I'm getting the hang of it. Inventory system is working and I believe I'm doing the right building blocks of the basic engine so after this, adding content and polishing stuff up should go smoothly.
Now I'll have to figure out AI and the Pet Behavior. This is a challenge since I need to keep in mind and build upon the idea of how the system will expand later on (with diff species, attitude, statuses, etc..)