v0.14 Work - Adding Love
Added 2019-02-11 08:12:59 +0000 UTCIt's time for me to get started on v0.14, and the first step of that is to figure out what needs to be changed or added. I've done a lot of thinking and brainstorming the last few days and I think I've figured out what Lab Rats 2 needs most right now.
Currently in Lab Rats 2 there are a few key stats that every girl has: happiness, obedience, and sluttiness. Happiness is the odd one out, because it is quick to change and has relatively minor effects on the game outside of dialogue and character images. That leaves sluttiness and obedience as the two existing stats that describe how a girl will respond to a situation. Sluttiness tells you how "normal" she thinks slutty actions are, and obedience measures how far you can order her to do stuff outside of her comfort zone. Using just those two stats there are some obvious gaps in the types of character relationships we can describe. For example, a housewife who will quite enthusiastically have sex with her husband, but who would never dream of stripping in public for him or anyone else.
Enter the concept of "Love", a measure of how much a girl likes you personally, compared to everyone else. Love will start at a value of 0 for characters who have never interacted with you and can range from -100 (absolutely loathes you and everything you represent) to 100 (completely head over heels for you). When you're in a reasonable location the character will add their love to their sluttiness to figure out what they feel comfortable with. A girl with negative love will always subtract it from their sluttiness, since she wants nothing to do with you.
This presents a different path for seducing women by letting you focus on a more private relationship. It also opens up more interesting combinations of stats which can describe different relationships. A loving housewife (low sluttiness, high obedience, high love) interacts with you very differently than the office slut (high sluttiness, high obedience, low love). Events can raise and lower love and sluttiness differently, letting you choose to focus on one or the other with a character.
I'll be working on implementing this over the next couple of days and writing new dialogue and events to make use of it. Let me know what you think!
Comments
Been waiting for this. Keep up the good work.
2019-02-13 16:51:32 +0000 UTCone thing to look out for is to not make "just another obedience stat" what i mean by that is that love and obedience might feel like they fulfil the same role the girl might be equally influenced by either obedience or love to do the same thing also, unless we are talking wild personalities, i have a sort of hard time imagining someone who is in love with you, but highly disobedient, making the obedience stat kind of obsolete for that path or both stats will have some interactions and influence each other (maybe a similar system like the sluttiness core and temp, where high obedience will increase love over time periods, on the other hand i think that increase in obedience should occur alongside increases of love (not the periodic ones)) to make the "love path" work, it needs events to differentiate it from the "obedience path" but the true challenge is to make both stats work together to make the game feel more "complete", and i dont have ideas to make that work xD, i mean having the paths separate, which adds replay value is a valid option and it is kind of inevitable, its just that i dont like when games force the player to make a choice and lock of content because you are now committed to a path. also having a system that unlocks scenes only once you max things out feels kind of incomplete, on the other hand, having a system that changes interactions on every step of the path and/or dynamically transitions from one path to another means exponential increase in work, so everything in this post that might feel like a warning or criticism might as well be a suggestion at the same time because of drawbacks and advantages
retchedegg
2019-02-13 11:12:48 +0000 UTCI have an update for my content mod. This new version includes a new unique character, Starbuck! This character is mainly proof of concept, to see how I could introduce a new character to the game. She works in the Sex Shop and can help the main character raise his vaginal skill once it is maxed out! <a href="https://mega.nz/#!vzA1xaTT!tcZWpq0Yg4HEJnNaM2kyMIXmybDClGYpK3Ypp5xMVLA" rel="nofollow noopener" target="_blank">Download 0.13.1 Here</a>
2019-02-12 20:02:49 +0000 UTCI think the "hearts" for sluttiness has run its course.. All the other stats are right there for me to see. Why do I have to "Review Staff" to see the actual Sluttiness number? Could you just put the two numbers instead of the hearts? Something like 12/16 to represent 12 core and 16 temporary..
2019-02-12 11:57:46 +0000 UTCThe love mechanic sounds like a great idea. I look forward to watching how you implement it.
dawnbringer25
2019-02-12 06:43:12 +0000 UTCnope...couldnt get in ...locked...i'm gone...too much time here
2019-02-11 19:42:10 +0000 UTCYou could go into the script RPY file in the 'game' folder to adjust serum values, to say, increase sluttiness or increase money value for the serum.
Boats McGee
2019-02-11 18:59:59 +0000 UTCwill you be implementing a cheat menu version to this game in the future...dont have the time to play to conclusion
2019-02-11 16:38:21 +0000 UTCMy mind works in strange ways. I am seeing this love mechanic as something that would make your mind control serum all the more important as a plot element. Especially if there was a story line that required seducing someone who utterly despised you. The scenario I'm envisioning is a competitor who has some part of the secret formula. You have to infiltrate her world, and get her to eventually share that missing bit. But you can't do it solely by screwing her. You have to gain her trust and familiarity. (Though oddly enough, mind control drugs and sex applied in the proper manner turns out to be exactly how to achieve that...) My thinking is do this story like "You've got mail." The two people hate each other professionally, but know nothing of each other personally. And by some fluke they end up paired up on an online dating service, communicating through pseudonyms. And one thing leads to another... and you realize who she is before she realizes who you are. On that note... some sort of online dating mini-game might be the way the character can meet and interact with partners outside of the super-creepy "Hey we are both at the mall, mind if I seduce you?" scenerio that exists now. Even silly things like profiles being absolutely nothing like what people are actually like in real life. There could even be a way to pay a guy who knows a guy to fix who you get hooked up with in the system. Anywho, looking forward to the love mechanic. I see great things.
2019-02-11 16:34:54 +0000 UTCWould be great if there was a way to go on dates and somehow interact with the world at large outside of work. Like I suggested earlier, it would be cool if perhaps every location had a unique character to interact with, with their own event chains and story of corruption. Basically it'd be nice if you could 'romance' somebody outside the context of work through certain events on certain days. I suppose what this would look like is Lab Rats 1, where you can go to certain places at certain times for bonuses.<br><br>I also look forward to the reintroduction of Alexia and Nora as characters you can interact with. Perhaps a special role of 'Girlfriend' would be something you could toy around with, with the ability to ask girls who are into you to start a relationship with you. And a way to break up with girls, lowering happiness and love, perhaps. For example if a girl who you're in a relationship with is very unhappy, maybe she would break up with you. Conversely, if she was very slutty and obedient, and found out that you were in a relationship with somebody else, she might be OK with it. Or maybe it would trigger a crisis where you need to use serum to giver her a new tag about being okay with polyamorous relationships.<br><br>Recapping, adding a 'girlfriend' special role tag and perhaps a 'one true love' tag, as well as other significant relationship-describing tags (wife, fiancee, fuckbuddy, slave, servant, whore, bisexual, w/e) would be a great addition to the mechanics as they are now. Even being able to set up two girls as lovers, like Steph and Nora in LR1, would be a lot of fun. Alexia would be a nice candidate for being your 'girlfriend' (or just having the special role 'Best Friend' or 'Friend') at the start of the game, or perhaps if you explore you run into her which triggers a story chain. She could provide an optional tutorial about dating - how to set up dates, how going on dates to different places and acting different ways on said dates can effect different stats, how to enter into a more serious relationship versus a more casual one, and how love, sluttiness, happiness and obedience interact.<br><br>I understand right now you're working on core gameplay mechanics, but I would still keep in mind ways you're going to use these mechanics in conjunction with scripted and story events to get the best game possible. A hybrid of randomly generated and scripted content is going to provide the best long-term value for players in both replayability (different resolutions, like turning Steph into a bimbo versus not) and length of play (exploring to see what's possible or not in game).<br><br>PS. Another idea for characters linked to certain places is to randomly generate a girl for the area. For example, go through a special 'atheletic girl' generation that selects from a subset of specific traits and clothing types and body types, and then assign the result as a gym trainer, or gym goer. Do the same thing to create a 'sex shop clerk', or 'librarian', or 'police officer'. That way everybody would have a different story to tell in their new games. Or, if that's too much trouble or you like the idea of having more named characters, just write them like the original cast.
2019-02-11 16:08:09 +0000 UTCGreat! Keep up the good work!
Terebonkoff Game Studio
2019-02-11 13:13:01 +0000 UTCI think adding love is an awesome idea for this type of game and like you said can make for interesting paths to take. I love the game so far and adding the love factor in will make the game so much more fun.
Aaron C
2019-02-11 10:17:32 +0000 UTC