v0.2.1 Release!
Added 2018-02-25 03:41:02 +0000 UTCLab Rats 2 v0.2.1 is ready for release! Get it here: Lab Rats 2 v0.2.1
I haven't had the time to work on the android version; it may be unstable or unplayable. If you still want to give it a try, you can find it here: Lab Rats v0.2.1-android
v0.2.1 is finished, and brings with it an absolutely huge changelog. The most important and obvious improvement over v0.1.1 are the new UI elements. The main menu, choice menu, and business info screens, dialogue box, and more all have new graphics for them. Almost all of the screens in the game have also been modified to more consistently display their content. One particularly useful improvement: the research screen now displays tooltips for new serum traits you can research, helping you make informed decisions when picking your next research goal.
Some brand new UI features have been added as well. There is now a popup to notify you when the statistics of a girl have been changed, either via interaction or by giving them a dose of serum. There is now an end of day summary screen which will let you know how much you have produced, researched, bought, and sold. A new detailed information screen has been introduced for girls, listing out all of their important stats, serum effects they are under, and the duration of those effects.
There have also been a number of graphical improvements to the game. Characters can now have different facial expressions based on their happiness, obedience, arousal, and what event just happened. New clothing items have been added, roughly doubling the catalogue of available items. In addition to the new clothing, the old default outfits have been replaced with 14 new ones that make use of all of the clothing items. Lastly, the first character pose for a sexual position, doggy style, has been added.
On top of all that there have been a lot of bug fixes, typo corrections, and minor additions to the game. Here is the changelog going from v0.1.1 to v0.2.1:
Additions and Changes:
* Added new main menu image.
* Changed choice menu system to elongated hex design.
* Added UI frames to main UI, business UI, and girl UI.
* Changed travel map to match new hex design.
* Changed main menu to match new hex design.
* Changed most screens to have consistent width and height and avoid resizing unless necessary.
* Standardized text and button style throughout game.
* Added popup whenever girls stats are changed by your actions
* Added end of day screen. Includes earnings, salary costs, research points produced, production points produced, production points used, supply used, and any important messages or notes for the day.
* Added detailed information screen when talking to girls. Includes all of their stats and a list of serum effects they are currently under along with their duration.
* Girls now have a last name internally. More uses for this will come later.
* Added doggy style rendering position. More to come later.
* Added facial expressions "Default", "Happy", "Sad", "Angry", and "Orgasm"
* Added support for facial expressions being called explicitly from script and support for default facial expressions.
* Expanded serum effects into it's own class, with name and description. Will now show in popup when serum is given.
* Added a large number of new clothing items to the game.
* Replaced old default outfits with 14 new defaults using new clothing. Default outfits range from requiring 0 to 10 sluttiness. Girls will automatically remove outfits that they do not meet the requirements for.
* Added in $10 patron reward name suggestions and $20 patron reward character body and outfit suggestions.
* "Detailed Information" screen for characters no longer allows interaction with buttons hidden behind it.
* Changed default supply limit from 50 to 250.
* "Current Research" line is now highlighted red when nothing is being actively researched.
* "Current Production" line is now highlighted red when nothing is being actively researched.
* Added ability to set auto-sell threshold for serums. Auto-sell threshold is cleared when you change serum production type.
* Serum transfer screen when marking serum for sale now properly lists inventories as "Production Stockpile" and "Sales stockpile"
* Added character last names to "talk to someone" screens, detailed information screens, and hiring screens.
* Added cum response lines to character personalities.
* "Detailed Information" screen now shows baseline production levels for a girl in different roles.
* Serum design screen now produces trait tooltips when hovered.
* Kissing now requires a sluttiness score of at least 10, requiring some amount of flirting before you can make out with someone.
* Increased research required to unlock some traits.
* Added "Obedience Enchancer" serum trait: temporary boost to a girls obedience score.
* Added "Distilled Aphrodisiac" serum trait: temporary boost to a girls sluttiness score.
* Added "Low Volatility Production" serum trait: boosts duration of serum by 5 time units.
Bug Fixes:
* Fixed a major bug with how turns were processed. Previously resulted in random characters not having turns processed at all.
* Fixed a major bug with how wardrobes were handled. Previously all characters shared a single wardrobe. Characters now correctly have independent wardrobes.
* Fixed a number of typos and incorrect variable calls from v0.1.1.
* Fixed clothing pokethrough on blue tshirt.
* Fixed clothing pokethrough on tied sweater
* Fixed bug causing crashes when list of premade bodies have been exhausted.
* Fixed minor error with floating text colour.
* Smoothed hexes in map menu.
* Fixed text line changes in map menu.
* Fixed bug with rollback and trading serum between inventory. Rollback suspended during trading until cause of bug is found.
* Fixed a number of typos throughout the sex descriptions.
Comments
Bear in mind that this release is essentially a technology demo. Vren is focusing on the basics, and not yet spending much energy on the gameplay experience- i.e. tedium is to be expected at this stage. I'd suggest you throw a buck to Vren on Patreon for one month per dollar you thought LR1 was worth, and then when "time is up" take a second look at the game. If it's still not your thing, walk knowing you are square with Vren; if it turned into something you dig, then hey, you're better off knowing.
Dubsington
2018-02-28 13:14:10 +0000 UTCSomething the UI badly needs is, when talking to employees, a way to see their current salary and what job they are doing. Some sort of tabular view showing the names, jobs, and stats of the girls in the room would be very welcome as well.
Dubsington
2018-02-28 06:19:00 +0000 UTCI ADORED lab rats, but that was because it was simple and I liked the strong characters. In this one though, I find the corporation building to be too tedious, and the characters here just seem like paper dolls, which do nothing for me. I think I'll give this one a pass. P.S. do you have a paypal or something? I would love to give you a one off for what I thought Lab Rats was worth
Sally Fields
2018-02-27 08:13:17 +0000 UTCI feel a schedule UI (similar to a calendar) might fit better for many VNs with simulation. THe UI allows you to preplan out your schedule for the week, make changes as needed, maybe even save them and alternate. That way you can get rid of busywork of navigating and repeating the same pattern. The UI could show you who shows up on what days at what locations (for people of interest you marked, to avoid the clutter of HHS where every no-name showed up) After you setup the calendar you can click a button to advance to the next day and it'll play through your actions, having "random/unique/interesting" events interrupt as needed. This idea is based on a really old newgrounds flash game from the early 2000s that I played before (don't remember the name of it anymore). Although such a UI is difficult to properly implement with Ren'py as what I'm envisioning makes use of character icons, hoverover showing up sub-location options, etc etc.
Mylen Ploa
2018-02-27 03:54:55 +0000 UTCHere's a small issue (I mentioned it before, but maybe the extra detail will help): - I'm still seeing "sluttiness" values with tons of decimal places. More specifically, these happen when I compliment the girls on their outfits, which I do repeatedly until it stops giving a bonus. On that note, the way that these bonuses currently increase seems weird to me. Basically, at the moment it seems I'm getting exponentially increasing "sluttiness" bonuses for repeated compliments until I stop getting a bonus at all.
Bingbong
2018-02-26 22:29:21 +0000 UTCSome initial thoughts: - I love autosell. The whole having to mark serums for sale was tedious. - Speaking of tedious, movement is still a grind. I get your thinking on it, but considering you have to move every single day, multiple times a day, it would probably be better to be able to simply click on the location and, if needed, just have the "clock" move as needed. - Production intrigues me. I'm not sure it's within your coding plans, but having different production employees being able to work on different products at the same time would be spiffy keen (and more closely match actual lab functions). - Obviously, you have real plot intentions for this game. At this stage, once you get staffed, there's really not much to do other than try and get every female in the game to drink serum. - Regarding outfits, it would be nice if you could just work off the list menus. For example. I click on "lace bra" as I test an outfit and, if I don't like it, I just click on it again to remove it (rather than locating it in the outfit list to the right) That's it for now. Back to investigating.
Ignatz
2018-02-26 21:03:33 +0000 UTCThanks for the game, love your progress 👍
xRed Games
2018-02-26 15:12:01 +0000 UTCThank you for the continued support, it's only going to get better from here! Inventory will certainly need a look, I'll see if I can find a day or two to devote to fixing that entire thing up and making it much more user friendly. The thumbnail idea for the outfit manager is a very good one, I'll play around with that too, maybe just hovering over an item should temporarily add it to the mannequin so you can get a peek at it without committing.
Vren
2018-02-26 05:23:14 +0000 UTCCheck out the FAQ in game, it contains a How-To for making serum and selling it. You can view it at the start of the game, or any time from your bedroom.
Vren
2018-02-26 04:56:51 +0000 UTCCurrently your company efficiency score drops by 1 per person you employ per day. That efficiency modifier is used as a multiplier to every other job that is done, so at 80% efficiency you only generate 80% as many research points and production points. People working in HR boost your efficiency. Later on there will be more to do with them (they may end up responsible for company improvement research, but that hasn't been finalised yet).
Vren
2018-02-26 04:56:14 +0000 UTChow do you produce the potions to sell
robert story
2018-02-26 00:36:43 +0000 UTCI'm still not clear on what, if anything Human Resources are supposed to do at this stage of the game, and if currently nothing, then what are they ultimately supposed to do once the game has advanced a bit?
onen
2018-02-25 19:27:53 +0000 UTC