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v0.3 Work Begins - The Crisis System

With v0.2.1 out in the wild I'm turning my attention to the next update cycle. v0.3 is focused on expanding the game mechanics of LR2, pulling together all of the different sub-systems that have been put in place so far to make it into an actual game. The first major addition that is being put in place is what I've dubbed the crisis system.

Crises are random events that can trigger at the end of each turn. These crises require player input to resolve them, and can have a wide variety of effects on the company. As an example: employees that are unhappy and underpaid now have a chance of quitting and generating a crisis event at the end of the turn. You then have the chance to talk to them and try and convince them to stay. Higher pay is the standard approach, but if an employee is slutty enough you can fuck her to change her mind - at least for a while.

I'm currently writing up a bunch of these random events, if you have any interesting ideas feel free to leave them in the comments!

Comments

one week off with pay for your child... That American AF right there. Savage.

blakeness

I've seen this kind of mechanic become extremely annoying in some games, and the more procedural the game the more this can be a problem. A couple general suggestions about the mechanic: * Allow for an 'opt-out' at a cost. You can designate a person to be your 'troubleshooter'; they do nothing else productive for the company, but having that slot filled makes the crisis either go away or become far less severe (for example, they always go away on their own after a short time.) This would let players annoyed by the mechanic simply ignore it. * Try to have them be rare early in the game, when the player already has plenty of interesting challengs and even a small income hit can be crippling. * Where possible, make the crisis fun to play through, not simply be something that debuffs your production numbers for a while. Some ideas: * * a key employee with a high sluttiness wants you to seduce some (female) crush of hers and and give her a job (so she can be a playmate). This girl has a high chance of being available at some map location, and you have to work on her until you get her both employed and to a certain sluttiness level, then you must burn some serum to convince her to to be the high-value employee's plaything. I realize that your render system doesn't support g/g or threesome scenes at this time, but you could just have the action be implied/off-camera. * * The mother of an employee with a high sluttiness/obedience level comes to visit the office, wondering what you're up to and why her daughter is acting like her new job is some kind of cult or something. You have to either release the employee, or use some serum on the mother. (Perhaps the mother can be added on as an employee/harem-member as well?) * * An employee with low sluttiness/obedience is stealing serum. You must figure out who it is (clues could hint which department she works in, then which days she works, etc until the player figures it out). Once identified, you must either fire her, tolerate the continued theft, or administer serum to re-establish her loyalty (perhaps "re-established loyalty" means you get her stats level up to some threshold). * * Jealousy has arisen between two employees in the same department that you're having sex with (or sluttiness level > some threshold). Either one must be transferred into a different department (which might mean losing some efficiency) or fired, or else you must get both girls' sluttiness up to a high enough level that they will tolerate the player doing whatever he pleases. The point is you want the resolution to be doing more of the fun/sexy stuff we want to do anyway, you just have to do it with a focus. Rewarding the player for doing things that aren't fun is a downer in an H-game (at least in my experience), since the result is usually the player doing more not-fun activities. You should consider having the crises sometimes introduce one-off renders, so that if you "get" the girl afterwards you have a bit of a trophy for successfully navigating the event. These gals should have at least one very high stat so that there is a reason to keep them.

Dubsington

Not much of a Crisis but could have a negative side: - "house call" - After one of the employees gets 150+ score she shows up in MC house at early morning and they just stay fucking all day *Negative effect* Reduced efficiency and maybe a negative side depending on the area she works(I.e.: if she's from supply procurement the supply chain is heavily hindered) +Positive side+ if more than one worker has 150+ slutiness you can have threesomes Pregnancy Crisis- Worker is pregnant and the baby is yours: 1- Abortion: Lose 50 slutiness and she is away for 2 weeks(with payment) 2- Have the baby: Opens pregnant sex, but after she has the baby you have to pay child support and she gets 1 week of with pay

I've also noticed that if I assign an outfit for a girl to wear, she reverts to some random outfit after a completed sexual encounter. I'd like to be able to choose/design a "uniform" and get all employees wearing it at all times. I'd also vote for implementing better clothing choices. Yes, I know that the good stuff costs more, but I feel it's worth it. I'd even help pay for it!! ;-)

He can do that just fine in python too, no need to change language for such a basic functionality :)

waffel

Modding suggestion: use json or yaml to load a list of names and have a names.txt file where people can add names.

Mylen Ploa

UI improvements: Text for serem design is clipped once all research is complete UI improvement: show salary cost of individual UI improvement: show effect of employee skills (Production, Supply, etc), the formula suggests that value isn't used. UI improvement: show character on hoverover of their name UI improvement: show job role of character UI improvement: ability to assign serum to be taken by employees (eg stat boosting ones) Balance improvement: production cost for +1 focus/+1charisma/+1intelligence is too high. It's something like $70 opportunity cost in employee wages and $600 in sales for a serum that lasts only 3 time cycles. Vs just hiring another employee is cheaper Bug: The dopamine effect tooltip says in text it increases/decreases happiness/obediance but the stats tooltip doesn't say that. UI Improvement: in regular sidebar showing what is being produced show in parens what the configured auto-sell threshold is just like you are showing target generic supply Suggestion: Add market research as a job for researchers to do (while active improves sell cost of serums) once there is no more research left Suggestion: Add some production efficiency research that shaves a % off from production cost. Suggestion: ability to revise existing serum types (or delete it from the production menu Suggestion: ability to view stats of existing serum type in production menu. Have to go back to research to compare. Generic improvement: age range doesn't match appearance of characters, why not temporarily lower age range UI Improvement: In clothing editor you have to deselect all the time when you are just trying to see all the options. UI Improvement: add shortcuts for common locations in a sidebar that can pop in/out for movement, similar with actions in a location. Long term UI Improvement: An employee management screen that functions similar to a spreadsheet with dropdowns or a typical RPG party management screen which allows changing roles of characters, comparing what each person is working on (can include a shot of them since names are so repeated), as well as target obedience/happiness and other things to automate tasks day to day. Eg right now you have to go to the location each day, find the person, click talk, click compliment (or insult) which modifies things by 1, and repeat clicking for each individual each day. The new UI would be something like 'regular performance review' or maybe rank the employee as overperforming, underperforming, or neither which has a slight +/- tick each day as you go to sleep automatically (basically avoid repetitive clicking). UI Improvement: Wear outfit beyond add/delete Bug: Obedience Enhancer serum which I see in the scripts is not visible in game research.

Mylen Ploa

So on the clothing editor - the skirts clips the hand, also many of the leggings/clothing clothing texture looks really bad for some reason. Maybe they were resized dynamically and need anti aliasing? ____ Why not add a varying mood that varies day to day and modifies things like obedience/happiness? You can add a 'mood' that is sick too. ____ I can see crisis being annoying in the long run though if it is always problems to resolve. Allow HR to handle them as an option. ____ Has things like appropriateness of actions checks been implemented yet? Eg they just take serum without question right now. ____ Blue T-shirt hugs the person too much, looks like a coat of paint vs real fabric ____ Quite a few of the clothing options don't match well with one another (eg top/bottom combinations) which boils down to significant clicking. Maybe do what The Sims does and offer top/bottom combinations (or allow us to save save combinations for use in other outfits)

Mylen Ploa

The double-stage-compression-gas-chromatagraph is acting up. Either spend the money to get it rebuilt or suffer reduced production. Oh, and it seems to get worse a little more everyday.

Under certain serum conditions - Two applications? Regular use of the same serum design too long? Interaction between two specific serum designs? The girl becomes insistent on daily 'servicing' every morning before working! Suddenly the tedium of running the company, becomes the tedium of satisfying the affected girls! LOL Maybe to rectify this, you have to burn cycles researching and designing a special serum to break the 'spell'. Oddly, the sale value of this serum is ZERO.

I'd bet you've already thought of these but,,, - Government agencies doing inspections/investigations requiring anything from hiding files to having one of the gals distract them by seducing them - Equipment failure ranging from A/C going down (too hot to wear clothes) to explosion in the lab (some weird new serum created or side effect on employees) By the way, for all those ladies who want a dinner first...you need to add a restaurant to your city locations...and then some way to get them there. Of course, then you could clip some serum into their wine... - If you want to get "too real" - someone starts up the #metoo movement in the lab and you have to figure out a way to disarm it serum (perhaps the female is either more resistant or was doing sidework developing antidotes) - Following on above, employee espionage. Sabotaging production, stealing serum, corrupting or curing employees

Ignatz

If I had any ideas I guess they'd be -An employee trying to recommend hiring a family member or friend.(I know sounds kind of lame, but it's something.) -Maybe an employee is walking off with some serum, and you have to decide how to handle it(Maybe to use for herself, family member, or friend for some reason?)

Datren


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