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vrengames
vrengames

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Immediately Sidetracked

In my last update post I wrote about my plans to replace the current general seduction mechanics. Less than 24 hours after that post I had gotten myself sidetracked, but I think the results make the detour worth it. It was the business policy system that grabbed my attention, and I made three major improvements to it.

First, I added a new business policy state. Each policy can now be unpurchased, inactive, or active. Most policies can be toggled between active or inactive after they are purchased, though are locked active once purchased. This change finally lets you choose what sorts of ongoing effects you want affecting your company. It also opens up the design space to include policies with negative effects as well as positive ones, or policies that are likely to be run periodically but for a short period of time. Some policies, like the uniform creation policies, require all lower versions to be active before they can be activated (and prevent them from being disabled until all higher levels are disabled).

Second, policies now support a bunch of new types of mechanical effects. Previously policies would only do something while owned or when purchased, but they can now also have effects that take place when made active, when deactivated, on each turn, or on each day. This is the actual programming that will let me introduce policies with negative ongoing effects, daily costs, and other effects that would have had to be hard-coded into the main business logic before (and be very un-moddable because of it).

Third, I redesigned the policy selection window. The general design is similar, but clicking on a policy now selects it and brings up a full information panel for it, instead of purchasing it instantly. Button colours have been given some attention to make it more immediately clear what policies are purchased, purchasable, or unpurchaseable, and what policies are enabled or disabled:

Not much has changed content-wise with any of the policies, but this has all laid the groundwork for fast and easy additions in the future! Once I'm finished with the seduction mechanics (which I'm back to working on now) I'll be adding in some new business policies!


Comments

I think that's currently just a generic personality greeting (the "reserved" personality specifically, in personality_types/general_personalities/reserved_personality.rpy). You could edit that, but then it would trigger every time you walked in. Instead you could add a proper random event that could apply to anyone and trigger when you walk into a room (I refer to these kinds of events as "limited time events", because they sit on a person and go away unless triggered). There are some similar events in limited_time_events.rpy that you could look at for an idea of how they are suppose to be created.

Vren

Anyone know which file the "You pass by (employee) as you enter the room, she looks up startled" code is in? I wanted to make a version where if they have over 40 slut score they are masturbating at work and you caught them.

Aaror

Can I ask what version you are using (PC/Mac/Android)? I'm running PC no problems at all, haven't even run into any of the bugs I'm used to ;) Edit, got the "She tries to force me to get her off but has no energy" bug. So I guess that is still in there.

Aaror

Thats nice to hear and all but what about the bugfix for 0.26.1? At the moment its nealy unplayable since after a couple of minutes you cant save or load anymore because of an error and you have to restart the whole game.... just to get the problem again minutes after this :/

Rephrasing a question I asked on here before. Vren, if I created a mod repository for this game, would it make you unhappy? I don't want to step on your toes, but as other folks pointed out, you code so well it is easy to mod, but I always have to re-write my mods each version. Plus a repository means we can share mods (and reduce effort).

Aaror

I have actually been toying with the idea of making a mod for "training" a like or dislike. You would give a target a drug with a special characteristic, and it would increase that trait. You would have to research each one separately, so I was only going to make a few. I thought about creating a drug effect of "Programmable," where you give a gal the drug and then do small talk, and there is a 10% chance that what answer you give replaces what answer she has. But that would be a lot harder to put together.

Aaror

If I can make a suggestion, I think it would be beneficial to have the characters from Lab Rats 1 have a smaller pool of likes & dislikes than other characters, and maybe a few pre-set characteristics. I've had a game where Mom hated smalltalk, which made the start of the game unnecessarily difficult. Similarly, I was disappointed Alexis didn't retain her exhibitionism from the first game (or alternatively rediscover it later.) Could be something to consider with the Taboo mechanics you're developing.

Dreamdayer

I just want to mention - your code is surprisingly well-organized and easy to read. Are there particular software design principles you follow or recommend?

Frog Sort

Lot of possibilities with the changes to policies!! With this new functionality, you could even tie the policies into a sort of player-controlled event system. Imagine a policy called "Company Outing"; you pay a few k, and while it is in play everybody knocks off work early but there is an event you can attend (maybe create a "restaurant" location in the city) where all the office girls are hanging out. Depending on which tier of Outing you purchased, various drinks or even drugs will be available, and girls might/might-not be taking part in that. (Wether they do or not should be random or based on their affinity to drinking, *not* based on their corruption, or else this is just another rich-get-richer mechanic.) So basically, for a bunch of money you can have a time slice where some special events can happen and most of the girls are easier to seduce. You could also have a "Service Day" policy which, while in effect, gives everyone the day off but the employees are all doing "volunteer" work somewhere. Maybe they are paying off a favor you needed from someone. A "Company Picnic" policy would simply shut the company down; everyone still gets paid but nobody comes to work, and everyone gets a big happiness bonus. Opportunity for special events outside of work there too. You could also do something like buying a policy called "Test Subjects" that requires mandatory daily dosing policy. The level of the policy controls how many girls you can assign to Testing, or the sluttiness requirements needed for a girl to be assigned there. The policy would make use of a new room (either off-site or an addition to the company area) called the QA Lab, which is presumably equipped with various gear to test reactions to, including sex equipment (sybians, bondage racks, toys, etc). Assigning girls there makes you no money, but they will consume serum (if you assign daily doses to them), and their sluttiness will increase automatically even without seduction. If you have two girls present whose relationship/sluttiness mechanics work out, you could get a lesbian scene.

Dubsington

Awesome!

waffel

I know this isn't at the top of your list, but as an ardent fan of Lab Rats 1, one of the sections of LB2 I've been looking most forward to is the stories with the pre-made characters (whether old ones, or new faces). Though unfortunately for me in game design and creation, the story is often the frosting on the cake. Baking that cake, getting it ready, that requires chemistry and carefully made proportions and specific temperatures and timing. Following your project for the last several years, I've seen it grow and change and develop. I can't say I'm unhappy with how car we've come. And in another couple years from now, I think we'll start to see that the wait was more than worth it.


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