v0.14 Work, Implementing Love
Added 2019-02-14 04:19:52 +0000 UTCI've had a couple of solid days of work lately and I've made major strides implementing the love mechanic for LR2. The most major change so far has been to the "chat about something" menu and all of it's sub-options (flirting, small talk, and complimenting). These options now advance time when they're taken and are the main way the player can increase a girls Love. Low tier events (like making small talk) will eventually reach a limit of how much love they can contribute, and higher tier events (like taking a girl out to lunch or on a full date) will become available.
Outside of the love mechanic work I've gotten a couple other things done. First, girls now have their own private "home" locations on the map. By default the player doesn't know where a girl lives, so you can't go and visit them. As your relationship with a girl progresses she will give you her address so you can visit them at night. Second, I've been setting up a few extra panty and bra models to be rendered, because I felt like there wasn't enough variety in underwear available.
That's all for now, I'll be back with a progress update in a couple of days!
Comments
Any time frame for adding nora or alexia from LR1? Alexia was always my favorite, but having nora involved in research, say for future research tiers could also be interesting.
Kyle Kisiel
2019-02-18 00:30:49 +0000 UTCMost of my work so far has been with positive love, but I've had a few ideas bouncing around my head for what a negative love relationship would look like, especially at higher sluttinesses. I imagine there would be a lot of hate fucking, or purposefully trying to blue ball you just to make a point.
Vren
2019-02-16 10:20:26 +0000 UTCAll the employee specific options that are under the "chat" category right now are going to be moved into an "employee" role. Right now that kind of stuff is shown under the "Special Actions" category, but I'd like to redesign the menu screen to show all of that stuff at once to reduce the amount of clicking that's needed. EDIT: Almost forgot to mention one of the major things I had planned on that front: Performance reviews. I'm looking to add the ability to bring your employees in once every once in a while, say no more than once every two weeks, and tell them how they're doing. This might be where you threaten to fire them, praise them for their work, lower or raise their pay, that sort of thing. By making it a time-limited action I can make the effects much more pronounced than the current "compliment her work" kind of actions we have right now.
Vren
2019-02-16 10:17:25 +0000 UTCIf I remember correctly there's a flat penalty to their happiness for every time chunk they're working a job they don't like, something like -1 for dislike and -2 for hate. Because happiness returns towards 100 faster the further away this gets it should shift their happiness equilibrium point by -5 and -10 respectively. The same goes for people who like work, they should end up with a constant happiness of around 105 or 110.
Vren
2019-02-16 10:14:59 +0000 UTCHaving flirting and small talk move the day forward will make the game more difficult certainly. I hope reviewing their work will not be modified like that or it will effectively double how much time it takes to play the game. That is my only concern.
dawnbringer25
2019-02-15 02:22:29 +0000 UTCfirst you get close to her, than you leverage her feelings to train her obedience, i like it i guess adding love can expand the obedience system, the other day i was thinking of how to make the love path and the obedience path work, now i had the idea that it may get changed to positive path and negative path. you can still train obedience by giving orders and getting the girl used to obeying you, but if she has positive feeling for you, she will be more willing to obey you and more vulnerable to further training, whereas negative feeling may imply that she has some idea of what you are capable of and opens up options to blackmail, or she might feel encouraged to do some things without question just to decrease the amount of interactions she is forced to do with you (dont know how that might work in the long run, since sensible people would probably quit work if they hate their boss too much, guess higher wages? well that is probably dancing on a thin line where you try to keep her employed by going along with her terms, which probably decreases her obedience, and making your own demands off of her, that should somewhat scale with her demands effectively bamboozling her into receiving something and later demanding something from her to balance it out in a inconspicuous way. or giving her larger wages, making her reliant on said large wages and than being able to leverage that, maybe add a crises where an employee asks you for extra money for unexpected expenses (a relative got into an accident, getting into problems with dept collectors, a relative needs money for school, health expenses, moving to a new house, their home burned down etc) and employees that have a bloated wage will get extra responses for said event)
retchedegg
2019-02-14 10:10:29 +0000 UTCCool! Good work!
Terebonkoff Game Studio
2019-02-14 09:18:00 +0000 UTCI've noticed that LR1 characters have at least some random likes/dislikes, and ended up with a Steph who hated working and disliked research work, which was amusing. I was curious if that means their happiness decreases faster when doing things they don't like, or is there some other effect?
Scott S.
2019-02-14 08:32:27 +0000 UTC