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vrengames
vrengames

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v0.7 Progress Update

Work on v0.7 has begun! My focus on the last few days has been updating my rendering scripts to support all types of different accessories that I'll be adding to the game. That work is finished now and my computer is busy rendering out the image sets for a test batch to make sure everything is working properly. Once that's done I'll finally be able to add in something that Lab Rats 2 has been missing for a long time - cum shots.

In addition to adding in the art necessary for cum shots I will be adding in a collection of minor accessories like watches, jewelry, and hats to help distinguish characters from one another. The changes for "accessories" will also let me implement a few other useful features like tattoos and makeup.

Finally, the patron questionnaires will be sent out tomorrow! That's all the news I have for now, I'll try and have some demo shots of the new clothing items up later this week! 

Comments

Something about the system for employee happiness might need to be changed for game balance. I notice when playing a new game, quite often hiring a person is just a waste of your limited resources because they quit in a day or two, and there is really nothing you can do about it in the time that you have. I've actually had times when I hire someone, and that very night they are already considering quitting, and then quit on their first full day of work. Later in the game though, it's practically impossible to get employees to dislike working for you. This makes the whole mechanic seem like an arbitrary additional cost during the only part of the game where you are actually at any risk at all of going bankrupt, that then just kind of disappears.

Changer

Seconded!

That should be fairly easy, hair colour is controlled by the same dynamic recolouring system as clothing so it's just a matter of finding values that produce pleasing results. I'll fiddle around with some new hair colours towards the end of the development cycle if I have the time.

Vren

I usually keep 1 assistant in R&D and just create new serum designs. I usually only ever have the 1 assistant in that department so it's great for testing the dosage and uniform policy :)

TheMGA

This is probably a v8.0 suggestion set, but a couple of things I'm hoping for: - More research items. I'm a bit disappointed that I have to fire my R&D team before the end of the first quarter because there is nothing left to discover. Perhaps consider having each trait (Obedience,Happiness etc) be re searchable multiple times for larger buffs. - Complementing work should not necessarily drop loyalty, neither should insulting work raise it. -Consider revising the interaction cap to 2 per time chunk rather than 2 per day, or perhaps just limit each interaction to 2 each day. -Flirt interactions should be stronger than Complement Outfit interactions. After all complementing a sexy dress is a form of flirtation. Really odd that it is the ultimate sluttiness booster in game. -Cuming inside a girl when she says no should probably affect happiness.

I'll throw in my two cents and again suggest adding a few more extreme hair colors, such as blue, violet, or orange.

Yes, it will.

Vren

I'll look into that and see if I can find the source of the problem, thanks for the report!

Vren

Will accessories include glasses?

TextileMonster

( The other thing that might help differentiate characters from each other would be more faces... ^-^' )

onen

There seems to be a minor "bug" for your random events. Whenever an employee has a random event she isn't wearing her designated uniform, this makes sense for the one that explicitly states as such, but it makes less sense for every other one. I do believe, however, the AC event uses the correct uniform.

TheMGA


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