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Quick v0.9.1 Bugfix Update and v0.10 Plans!

EDIT: The new android version has now also been uploaded and is live.

First, I've fixed a number of bugs that were making progress through v0.9.1 difficult. You can grab the updated version of the game on the front page or here, in the original release post. The android version is not yet updated due some android build issues with Ren'py, but I hope to have that resolved either tonight or tomorrow - I will add an edit when that is complete.

Now onto other, more exciting things! With the v0.9.1 (mostly) behind us it's time to start work on v0.10. If you haven't seen the latest development roadmap you can find it here. v0.10 is slated to be an update on some of the core mechanics of LR2 that I'm not happy with, and right now I have my sights firmly set on the sex system of the game. As an offshoot of that I would like to take some time and refine how different personalities respond to things like sex and conversations in general. I would like tweak the system so different personality types consider different answers "correct" or have them give different bonuses.

Revamping the sex system is going to be the main focus of the update, and I have a few rough ideas already, but before I can do any solid work I need to know what I'm trying to achieve. Here are a few criteria I'm looking to satisfy:

1) A sex scene should be important. You shouldn't be able to click through it or have there be a single optimal solution to it.

2) A sex scene should serve to either show how you are corrupting a person and making them sluttier or emphasis how slutty you've already made them.

3) A sex scene should have a goal that you are trying to achieve.

4) A sex scene should also have some sort of pressure that makes achieving that goal difficult.

5) A sex scene should be heavily context dependent (and the player should have some influence over the context). Having sex in the middle of your office in front of everyone should be different from inviting someone on a date and then back to your place.

I'm going to dedicate some time to design work over the next few days and see what I come up with. As always suggestions are always welcome, I make sure to read through them all! Once I've got a solid plan worked out I'll put up a post detailing the full design and how I hope it will fulfil the criteria I laid out above (along with other requirements I'm sure I haven't thought of yet).


Comments

[code] I'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 6140, in script call python: File "game/script.rpy", line 6957, in script call call advance_time from _call_advance_time_5 File "game/script.rpy", line 7341, in script python: File "game/script.rpy", line 7343, in <module> people.run_turn() File "game/script.rpy", line 1336, in run_turn effect.function(self) File "game/script.rpy", line 3476, in prudish_function the_person.change_core_slut(-2) #If this brings her into negative relative sluttiness she might lose core sluttiness as well. AttributeError: 'Person' object has no attribute 'change_core_slut' -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/script.rpy", line 6140, in script call python: File "game/script.rpy", line 6957, in script call call advance_time from _call_advance_time_5 File "game/script.rpy", line 7341, in script python: File "I:\Games\LabRats\Lab_Rats_2-v0.9.1-pc\renpy\ast.py", line 862, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "I:\Games\LabRats\Lab_Rats_2-v0.9.1-pc\renpy\python.py", line 1912, in py_exec_bytecode exec bytecode in globals, locals File "game/script.rpy", line 7343, in <module> people.run_turn() File "game/script.rpy", line 1336, in run_turn effect.function(self) File "game/script.rpy", line 3476, in prudish_function the_person.change_core_slut(-2) #If this brings her into negative relative sluttiness she might lose core sluttiness as well. AttributeError: 'Person' object has no attribute 'change_core_slut' Windows-8-6.2.9200 Ren'Py 7.0.0.196 Lab Rats 2 - Down to Business v0.9.1 Mon Oct 08 09:36:06 2018 [/code] </module></module>

Lazarus

Another bug in 0.9.1a: sometimes there's a crash during the AC crisis, related to get_copy() being called with two arguments instead of one. To fix it, you need to change line 205 of crises.rpy from $ test_outfit = test_outfit.get_copy(girl_choice.outfit) to $ test_outfit = girl_choice.outfit.get_copy() If you encounter this crash in the game, roll back, save, quit, make the fix above, start the game and reload, it'll work.

Piotr Sulecki

9.1a is the first version of this I have really sat down and played. I might need to pay more attention to what I'm supporting. My impressions so far. 1. This is a simplified business sim with a sex game on top. The two systems however interact poorly. Corrupting girls with the minor exception of the head researcher has minimal effect. 2. There is nothing between kissing and "sex" Foreplay is a skill but we don't fondle or finger the girls. More "middle ground or work more for sex" 3. Similar to 2 there are few "Harassment" events. Crowding the girl or touching her outside of actual sex. Right now its just flirt and compliment. There is a lot of stuff in the game that is ok and doesn't need to be changed. This might require some rework but how about something like this. 1. Stop hiring specific characters. Let the random character and outfit generator produce them for the early events. This also allows for male employees. Think of an event where you slip some serum to a manager to help him convince his wife into a swinging party or walking in on an hr manager getting head for a raise. 2. Introduce "business obdience" and "business sluttyness" instead of individual for the rank and file. This would set the events you see at work and around work. These would be capped until you hire your "head of department" 3. Setup 5 skill trees, One each for marketing, production, research, procurement, and HR. Lock most of the skill trees behind a "hire manager" skill. 4. These 5 are who you will personally corrupt maybe pick from a pool of 7 and give them differnet bonues to each department. These 5 will by say an average or buying different policies slowly push up the business levels.

Timothy Cowher

The following are critiques, but I don't want you to feel as though I haven't been enjoying the game. (Or being a bystander to its development.) These are just observations, and feel free to ignore the bits that are impossible or which utterly conflict with your goals for the game. I have to admit the sex scenes so far have been my least favorite part of the Lab Rats 2. And mostly for the reasons you describe. But here are a few of my own: 1) They are pretty much a level grind 2) There really is no variety between the different partners 3) It somehow manages to be too cheap while chewing up a lot of game time I think what you are going to find is that any further progress on making sex scenes compelling is going to require a lot more story with a lot fewer characters. That was the magic (imho) with Lab Rats 1. There were only 5 characters, but each would grow in a different direction depending on how you much you have corrupted them, and in which way you have corrupted them. There was also the serendipity of random game events, and those random game events transpiring differently depending on the level and variety of corruption. Speaking as a guy who writes expert systems in my day job, trying to make a computer produce the quality of branching logic and outcomes of Lab Rats 1 in the procedurally generated environment of Lab Rats 2 will require a bit of magic. And by magic I mean gaffing tape, marked cards, and props stuffed up your sleeve. You really need to cement characters. They are going to need a personal history. They are going to need individual personality traits. They are going to need individual needs. And corrupting them shouldn't erase all of those personality traits and needs. At least if to goal in this game is seduction vs. creating an army of zombie bimbos. (Ok, maybe create a few zombie bimbos. A man has needs...) You may want to consider throwing in some ringer NPCs amongst the MOBs. Characters who you will have to interact with in a specific way to advance the game in a specific direction. The Head Researcher was a nice start. I would love to see more characters like that. And also characters that come with a role that you can't control or swap out. And some group sex. But only if you've manage to corrupt all of the parties in the room. I really miss that from LR1. Dating would be good. Starting off with kissing and then groping for undergarments the entire time is ... strange. There should be satisfying outcomes short of sex. And going too far should damage a relationship. Right now the game is pretty much kiss her till you can take her panties off and then screw her as hard as your can to build up a slut score. Blow jobs are just something you do for the one perk. Anal is only present as a perk sink. And there's no giving her head option. Nor even a distinction between kissing and finger banging. No breast stimulation. No handjobs. And arousal really needs to happen before sex even begins. You could use a separate measure, stimulation, to measure of how far along she is towards (and beyond) climax. Like I said, random observations. I hope they are helpful, and I'm looking forward to the next version.

I was going to pay($10 a month) for a while but the art direction for Lab Rats is not good. I have played other games similar to this game format and more user friendly but after seeing 5 beautiful females from your first game I got other things to do.

Travis Romig

I'm absolutely loving the direction you are going with this post. Great to see the sex system getting flushed out a bit more (and from the looks of things the environments finally getting some needed attention as well). These dev post have probably been more fun to get than the incremental releases. Keep up the great work, you have an excellent game going on here! Since I won't be around for when you finally do get around to really tackling locations I'll leave with a list of hopes and questions for what they may develop into: -Entrance areas (front lobby, mall entrance, company entrance) It may be just easier to cut these entirely since everyone teleports as a means of travel in this game the conventional entrance areas are pretty much ignored outright. They are great from an immersion point of view, but gameplay-wise are wasted Kb's. If you are going to keep them in then consider making them the default jump points between areas. For example travel from the mall or home to work will always put you in the entrance lobby, then from there you can move to other work locations. Likewise with travel from work to home or the mall. This could open up procking special events/crisis on arrival at these areas, and at least justifying their existence. -A top corner mini-map for easy travel would be a great consideration. It wouldn't be much clutter if used in conjunction with making the entrance locations jumping points, or if the mini-map only had locations specific to the 'region' the player is in (home/mall/work). -Will we be seeing 'migration patterns' used by different NPCs be implemented? When not working will they travel to specific regions at certain time chunks or will it be more random draw? Well, that's it for me for now. It's been fun being a patron and I'll probably return next year to see all the wild changes that have come along. Vren, you have been awesome! The community as well have been great peeps and I wish all the best to you!

I'm also seeing the unhandled exception when the AC breaks still.

Timothy Cowher

OK, I just had this happen again, with a different employee (Stephanie). It seems that what is going on is that the clothing is being drawn to adjust to a new pose, while the employee fails to change.

Petechons

I'm having a weird random bug where when I seduce a certain employee, her outfit teleports over a foot or so to her left, like that scene in Hitchhiker's Guide to the Galaxy. So far, this is the first and only time it has happened (even with this same employee). I would send you a screenshot, but... there doesn't seem to be a way to do that (your community page doesn't work fsr).

Petechons

I have a question, is the game going to be compressed to a smaller size file? Also, how is the progress with some of the characters that you were going import to lab rats 2?

Nicolas

This has been an issue for a while.

Petechons

Bug in 0.9.1a: the Gym room has no furniture at all, not even the floor, so you can't have sex in it, and you don't know why. There's no crash, but once you seduce a girl there you lose stamina and the only option you get is "Leave".

Piotr Sulecki

wtf? lmao

Cassidy

I'd like to also suggest a fetish system that was suggested earlier. Initial implementation could be simple, just a note on her character sheet, and then varying the arousal she gets when you perform those actions. For example, a girl with an oral fetish might gain 20 arousal while giving a blowjob, or a girl with an impregnation fetish might immediately orgasm after being cum inside, no matter what. Eventually, you could add a couple new things in place to support these. You could add a process of discovery, where you don't know a girl has a fetish until it happens once or twice. Another idea would be to add some kind of fetish training, which could be for example new dialogue options, since dialogue right now is basically +obedience or +happiness if you have already gotten core sluttiness above one heart. Alternatively, you could make repeating an action over time while the girl has high suggestibility could eventually develop that fetish. Other suggestions might be to increase the activities that are available a bit during sex scenes. Some of them wouldn't necessarily require new renders, either. For example, you could introduce an anal option to the doggystyle position, using the same render. The missionary render could possibly be for some type of cunnilingus, or a 69 with the doggystyle render. For sex goals, I think it would be neat if there were some kind of bonuses based on how you finish a sexual encounter. For example, cumming inside a girl would maybe increase her obedience, on her could increase sluttiness. In her mouth... maybe increase or decrease happiness based on her obedience level? This stuff could change based on the personality as well. This could give multiple possible outcomes for a sex scene and goals for the player, depending on what they are trying to achieve. Other thing I saw suggested that seem like good ideas, some kind of stat system change. Right now it is pretty easy to have Focus, Intelligence, and Charisma maxed out pretty early in the game, so being able to do something with those points would be good. For example, could use three points to increase your employee limit, or ask for stat points as part of an unlock cost for a new line of business policies. For overall content, there are a lot areas you could flesh out a bit more. We have Stephanie now, who is great for unlocking research tiers. For another assistant, you could do production next, possibly unlocking player related serums? Overall though really impressed with the game so far. I'm interested to see where it goes next!

first i would like to request an option to transfer/set auto-sell threshold by +10, i set up the auto-sell to a hundred serums, to make absolutely sure that i have enough serums at hand at all times, and i have to click a hundred times any time i want to do that (sometimes i set it to 20-50 but than i get anxious during weekends when my company grows) second i would like it if the hard cap on stats changed to some sort of soft cap of some sort, even if increasing a stat past the cap costs like 10 points, it would still make the goal at lest do something at the late late game (there are more options on how to make a more complex soft cap system, one creative way is to make a system where the cost of increasing a stat is related to the lowest stat you have, that means, if you have 3 stats for example, one has 20 points, one has 15 points and one has 10 points, increasing the 20 point one would be much more expensive than increasing the 15 or the 10 point one, as you increase the lowest stat, in this case if you increase the 10 point one, the others should get cheaper to increase as their individual difference from the lowest stat decreases, the lowest stat should still cost more than one point to increase, when you are increasing it over the cap, everything should still cost one point when under the cap, the current stat system has way more stats than 3 and in my opinion, if this system gets implemented, it should take into account a single lowest stat across all 3 goal areas, not one lowest stat in each goal area, to encourage focus on goals in your weakest area and encourage you to balance your character at least past the stat caps) now for the response to the actual post xD well the main thing is to create the "first time" scenes where its slightly different than subsequent times, also it might not be her first time, but its the first time for the main protagonist with the particular character now i will try to respond to every point :S 1) i guess you are looking for multiple positive outcomes where every path, unless its straight out rejected by the partner, leads to some sort of gain, what the partner will reject should be hinted in the stats or conversations to put some importance in them (or by confirmation from the partner: "Cant we do something else? I am not in the mood." for example) 2) several variables during the flow of the scene (consenting to the scene is its own thing) first: the result of sluttiness, obedience and suggestion a slutty character will be ok with an activity, an overly slutty character might find it unsatisfying obedience unlocks interactions below the slutty requirements, most of the time this means the character will agree to do things she does not like and it will have impact on her stats, but if handled correctly (taking into acount the feelings of the partner) this might be perceived as guidance and give bonuses if a character responds to something under the influence of anything, not only the suggestion introduced by a serum, it could have an effect later, maybe a delayed change in stats or a confrontation at a later time second: repetitiveness, routine , its not just first time, responses might change based on how often or how rare an action is, or how many times it happened third: her proficiency(skill) in the particular activity , this might be part of the previous point where she should get better at something over the time, she should be clumsy at some point and get better with practice 3)this is somewhat similar to 1) but in this case you want to have a "correct" path. maybe diminishing returns? maybe limitations introduced by different personalities? maybe requirements where all paths are available but certain paths influence the flow of other paths in subsequent runs? 4)if i understand this, than this is a problematic topic where you want to make things difficult but not annoying (maybe introduce difficulty settings), anyway one response for me is that the girls should "be playing" against the player, this does not mean that they should be openly hostile, just playing hard to get from time to time, its not that hard to create a "mini game" where you "capture" a character through in game mechanics, the problem is to keep it interesting, my guess is that you can achieve this with crises that have rather specific and/or high requirements, so they trigger in particular situations, preferably late game, increasing the number of crises that can occur during the game, as the game progresses, might mix things up more as the game goes on (for instance if you put someone with low sluttiness into an office full of slutty people) 5)yup environment should influence the scene, and maybe past of the player and the girl as well, maybe introduce a karma system that is tied to individual characters, or places, the girl might respond differently based on what she has seen or heard from other characters and the place might change based on how many times you used it (park becomes a popular place for couples or the mall tightens the security) these are only my ideas, i understand that not everything can be put into the game, and i am not asking for everything to be put into the game, its just ideas that you can use, scrap, or just compare to your own ideas to make you feel better :D all stuff written is there to be read, considered and than ideally you will make your own choice regardless of whether you acknowledge the text or not

retchedegg

I have an idea about implementing recruitment prescreening. It would be a second option for recruitment, besides the $50 standard one. It would be more expensive, but the girls you get to choose from would be better suited for the position you're recruiting for. Basically, if you click "prescreening" button, in the menu which currently contains the $50 spending confirmation, you're transferred to an immediate screen where you can choose the position you're recruiting for, and state your requirements for the stats and skills relevant to the chosen position. For example, if you're recruiting a producer, you should be able to state "I want at least 5 points in focus, 3 in intelligence, and 1 in production skill". You'll get the same number of girls as you would normally, but the girls you get would satisfy those requirements. The price you pay for such a recruitment would depend on the limits chosen - finding a producer with focus=5, prod=5, and int=5 is way harder than one with just focus=5; I guess the price could grow well into high hundreds for a single girl. Both prescreened recruitment as a whole and the particular levels could be unlocked through policies.

Piotr Sulecki

Looking at how LR1 turned out, I'd say that the traits will be coming for sure, probably way before 1.0. As for stats, yes, I'm for it (you could score more if you give her a gift on her birthday, for example), but note that not all of them should be visible off the bat. If you just met a girl in the street, you wouldn't know her birthday or sex skills, but you would obviously know her height, skin color, general build, and you could even have a rough idea of her stats. She could tell you more about herself on a date, but you should only be able to learn her sex skills after you had (or at least witnessed - triangles? recordings?) that kind of sex with her. If you're her employer, you'd know her personal data, her stats and job skills, but not sex skills (until you seduce her into this kind of sex).

Piotr Sulecki

Wow, this release has much better visuals! These girls look so much better and the clothing choices are better as well! THIS is what I have been waiting for. Hopefully we can get a tattoo or two soon. Maybe some more heels and less flip-flops would help too. I like it though! Makes playing it fun again!

I'd like them to have different dislikes - for example, a religious woman might be OK with anal but it would take a lot for her to be OK with what we might consider vanilla stuff. After all, "slutty" doesn't mean "no personality".

C

I LOVE the special girl characteristics idea in the above post by berlino69!!!

Tim R Mercado

I don't think adding engagement is a bad thing. Right now each sex scene plays out the exact same so it becomes stagnant. I think Vren just wants to make them more engaging.

TheMGA

Thanks for the update, Vren. Maybe you find a way to implement some special characteristics the girls can achieve (exhibitionist, public, free use, cumslut etc.). There should also be more personal stats for the employees to make them more unique (age, body measurements, relationship, qualification, background etc.). At least the age should be displayed.

"You shouldn't be able to click through it" so it is a punishment?

james steele


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