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Lab Rats 2 v0.2.0 Release!

Lab Rats 2 v0.2.0 is ready for the release!

Get it here: Lab Rats 2 v0.2.0 

Get the android version here (untested): Lab Rats 2 v0.2.0-android 

This update to Lab Rats 2 brings in a massive overhaul of the UI of the game. Almost all of the old UI elements have been replaced, and many of the previous game screens have been modified to more efficiently display information to the player. Popup notifications now let you know when a girls stats have been influenced one way or another. You can now look at more detailed information about a girl to determine what serums, if any, she is under the effects of and how long they will last. The travel map has been updated to match the new art style, and more clearly displays the players current location. On top of all that, there is now an end of day screen shown to you each night highlighting serum production, supply usage, research completion, and more.

There have been significant improvements outside of the UI as well. This update adds the first renders for a sexual position - doggy style. More positions will be added going forward, as will a main character outline during sex. Girls now have different facial expressions that depend on their happiness, obedience, and arousal. The catalogue of clothing items has been doubled in size as well. The default outfits for the game have been completely redone to make use of all of them. The rendering automation that makes Lab Rats 2 possible continues to improve, and more clothing items, facial expressions and types, and sexual positions will be coming in the next updates.

I hope you enjoy playing this new version as much as I did making it!

And of course, a change log (v0.1.1 to v0.2.0):

- 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.


- 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.


Comments

I really like what I see, but I feel the business side is kinda pointless since you have no competitors! I hope that a market economy system will be implemented with competition along side of it :)

waffel

- Events triggered by movement in and out of locations will be introduced soon, which should make it a little more clear why movement is restricted the way it is. - I'll take a look at how the sleep option is being displayed. I'm torn between making it more convenient because it happens a lot, and keeping it consistent with other room based actions being in a menu. - I'll check how values are being shown and limit them to int values. - I've added an auto sell feature now that should reduce the amount of time you spend manually moving serum around. I've also renamed the inventories so that they properly report "production stockpile", "sales stockpile", and "Player inventory".

Vren

Here's a list of observations: -In the map, one can currently only travel to adjacent hexagons, but this serves no gameplay purpose, and is thus just an unnecessary chore. -Similarly, when going to sleep at night the sleep option should be displayed up front, rather than be in a menu. -I've gotten some "sluttiness" values with 7 or so decimal places. These numbers should be rounded. -The way serum is managed is really weird. Basically, there are 3 "places" where serum can be: "on your person", "in storage" and "in the queue to be sold". To change between "on your person" and "in storage" one must go to Production, where "on your person" is called Player and "in storage" is called Business. On the other hand, to change between "in storage" and "in the queue" one must instead go to the Main Office, where "in storage" is called Player and "in the queue" is Business. This is extremely confusing, and will lead some players to think that these two menus are doing the same thing. Personally, it took me a ridiculous amount of time to realize what I had to do in order to have the serum "on my person", since the Main Office made me think it already was.

Bingbong

Create button when creating serum moves out of frame when I select more the four traits.

Hmm, the android version might need a little bit of love before it's properly playable then. How was the performance on your device?

Vren

Every time a person was meant to be shown, there was an error on the call to ShowTransient from the person_info_ui screen. To solve it, I changed textbutton "Detailed Information" action ShowTransient("person_info_detailed",None,the_person) style "textbutton_style" text_style "textbutton_text_style" to textbutton "Detailed Information" action ShowTransient("person_info_detailed",the_person=the_person) style "textbutton_style" text_style "textbutton_text_style"

Norpuma

Name generator REALLY needs to add a Sylvia A, Sylvia Z, e. g. for hired workers, as it makes it super hard to manage when you dupe up, otherwise. Also, you really need some hover tags, for stats in the "who do you want to talk to" page so that one can quickly ID the employee that does both production and procurement well. In addition, when I go to the town square (or whatever it is) in the early morning and at night, and there are 25 people, it does not look like there is a scroll/next page option. Also, it would be nice if the tere was a * tag or a tile color change, for those that are already employees. Plus, it would be nice if "no research selected" was #FF0000, or if supply was on a gradient from green to red, based on the set supply limit. On the subject of the default supply limit, 50 is too damn low, it should be 500.

Blackhalo

Buttons on the android version are squashed together, for every page that has more than 2 selections. With the other buttons behind each other.

Csducks

Bugs out intermittently on hiring. File "game/random_lists.rpy", line 5, in get_random_from_list return list[renpy.random.randint(0,len(list)-1)] ValueError: empty range for randrange() (0,0, 0)

Blackhalo


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