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vrengames
vrengames

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Lab Rats Prototyping Week

It's the week between the public and patron releases of Lab Rats 2. That means, along with fixing up all of the bugs found, I'll be spending some time prototyping some cool stuff to see what might make it into the game in the future. Social commitments are going to keep me busier than usual this week, but I still have two major topics I want to investigate:

1) Sound/Music - Good sound design can make menu and character interaction much more responsive. I want to take a look to see what resources are available to add background music to LR2 along with basic interaction noises for menus.

2) Suggestability Rework Design - I'm not happy with the current state of the Suggestability mechanic, so I'm going to sit down and spend some time redesigning it from the ground up. Hopefully this will give me a good idea of what needs to be changed for the v0.5 update cycle.

I'd also like to give a big thank you to everyone who has provided feedback and bug reports on v0.4.0, I've read through everything and I'm working on getting as much as I can resolved!

Comments

new version fixed that.

blakeness

A lot of these suggestions have merit. I'm not the biggest fan of how alll these play out, nor am I a fan of how much work some of them would be to code. Good stuff tho.

blakeness

Hum, I feel like I should be playing more versions. I do feel the current map is very awkward in use and is not intuitive. Clicking return should take me back to my current location, clicking on a location should take me there. Make it double click or something if you intend to add travel time? I didn't notice if moving took time.

Timothy Cowher

I could see that as an option if you had a particularly large production staff. Or possibly have production take a small hit for the number of projects you divide it over, for balance sake.

Suggestions on suggestibility. Impermanence: Suggestibility only give temporary buffs to stats through interactions (eg. Sluttiness gain from flirting) and have them lost when the serum wears off. Possibly give stats boosted through serum interactions a small drop when the serum wears off as a side-effect, which would in turn prompt the user to use daily serum regimes to prevent their subjects from crashing. Resistance: A call-back to LR 1. Each serum dose comes with the side effect of suggestibility resistance when it wears off. Much like LR 1 The resistance falls logarithmically over time (resistance starts at 100% day 1, 50% day 2, 25% day 3, 12% day 4, 6% day 5, 3% day 6, 1% day 7). Certain trust-gaining actions would also drop it down by set amounts. Thresholds: Certain stats would have thresholds where standard actions won't raise them any further (kinda how the bottled water crisis will not raise Sluttiness past a set amount) Suggestibility could be spent to raise those thresholds on an individual basis. Spending per increase could be at a 10:1 ratio. -With this particular notion All the stats not named "Sluttiness" are gonna' need a bit of love. Obedience and Happiness really need to have tangible effects beyond employee quits below X amount. Decay: Obedience, Sluttiness, Happiness all have a baseline (depending on the gir's personality) if raised higher, they slowly decay back down to base, if dropped lower they slowly rise back up to base. Additionally, girls that turn down your requests could lose a tick of Obedience, Happiness could tick down -1 by each workday and up +1 each weekend (net -3 happiness per week that could be offset by simply complementing their work). These would be more of a mechanic to push the use of serum as a quick-fix option for the player (over slower social interactions which would, eventually, do the same job) than actual use for Suggestibility. All-access pass / Get out of $#!% free card: Instead of buying company skimpy dress policies with money you could potentially spend Suggestibility points on people in positions of power to unlock them instead. As well you could use it on drugged rival employees to get them to sabotage production, or leak company secrets. The other side of the coin would be dosing antagonists during particularly big crises and spending Suggestibility to let you off the hook. Double-edged sword: Employees affected by Suggestability could , for the duration of the serum, be more susceptible to being poached by rival companies (you did just sap them of all free-will), normal barriers like high Happiness, and Obedience would be less effective. Pretty much my take on this is that seduction of the girls in this game could be done by conventional means (social interactions, select crises, and spending loads of $) and the serum is more a economy generator when not used as a nuclear option (such as having everyone dosed with your best concoction). Though that s just me talking. I am very curious as to your vision or serum use in your game. Its is a trump card to be used occasionally, a semi-frequent fast-track for players to use beyond regular NPC interactions, or is it to be like LR 1 where it is the sole means of progression with the NPC's?

I don't know if anyone has suggested this before, but maybe you could add a second production stream? Maybe an extra room if that keeps things simple, just so that you can produce one type of serum for sale and another for personal use. It would mean you could expand your personal supply without having to be careful to not bankrupt your company.

Archgeek


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