How do you propose we do this?
We've got a few options for an engine. GODOT from what I heard is a pretty easily manageable game engine and offers a good variety of different programming languages. GDScript, C#, VisualScript, and C++ and C. Best part about GODOT is its free and open source. No royalties we've to pay and **** like that. I've fiddled with it a bit, still learning from the tutorials. But from what I can see, its a pretty solid engine.
Python isn't officially supported but there is something that will use it.
There's GameMakerStudios 2 which has its own programming language. (Especially if you're transitioning away from its drag-and-drop method of coding.)
Unity's pretty self explanatory. It uses C#.
As for the content itself, lets assume we're doing 2D animations and CGs. And we'll have to start small. Many problems I've noticed with Furry game devs (if you can even call them that) is that with big projects, they tend to take on too many milestones at once rather than slowly building up the foundations of the game. They don't start off small and don't keep it simple. (And even if they want it to be complex, you still have to take baby steps and create a working base first. Everything's subject to change and that won't come till later.) One of the strong points the very first HTH game was there wasn't 26 different locations with 32 navigable rooms. The focus of the game was more of the environment and atmosphere, with an art style that, despite being unrefined back then, still had some amount of soul to it. Something that drew in the old players who know and love and remember the game.
So, there's no world map. Just one location with several different rooms. That'll leave the players more with having their characters get involved with the NPCs. Which is another issue with Crow's HTH2.