Lab Rats 2 - Down to Business (v0.16.1, 8/5/2019)

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Re: Lab Rats 2 - Down to Business (v0.4.1,2/2/2018)

Postby vrengames » Mon May 21, 2018 6:21 am

Lab Rats v0.5.0 is available to $5 patrons for testing, v0.5.1 will be made available to everyone next week! If you're a patron you can find the download link here: https://www.patreon.com/posts/18931898

v0.5.1 includes a rehaul to the suggestion and serum production mechanics in the game. It also includes new clothing items, default outfits, and improvements to many of the menus in the game.

The changelog going from v0.4.1 to v0.5.0:
Spoiler (click to show/hide):

* CHANGES AND ADDITIONS *
* Base serum duration is now 3 time chunks instead of 1.
* Suggestability system completly rehauled. Suggestion is now max of all serums, not additive.
* "Core" sluttiness added - the base value that the girl tends to return to without serum influence.
* Temporary sluttiness that is bled off is turned into core sluttiness with a 1% chance per point suggestability per time chunk.
* Temporary sluttiness has a cap of core sluttiness + suggestability + 10. Sluttiness gained above this cap bleeds off quickly.
* Obedience is no longer modified by suggestability.
* Your business now has multiple serum production lines, starting with two. This lets you manufacture multiple serums at once.
* Each serum production line can be set to recieve a percentage of the total production points created by you and your staff.
* Serum production selection, production line weight, and production line auto-sell thresholds have all been combined into one screen
* Added "Long Hair" hairstyle
* Added "Boot Heels" shoes
* Added "High Heels" shoes
* Added "Heels" shoes
* Added "Sandal Heels" shoes
* Added "Plain Panties" underwear
* Added "Pencil Skirt" skirt
* Added "Lace Crop Top" shirt
* Added "Nightgown" dress/underwear
* Added "Belted Top" shirt
* Added "Camisole" shirt
* Added "Dress Shirt" shirt
* Added "Lab Coat" shirt
* Upper body clothing items can be marked as "tucked" when defined so they are drawn under rather than over lower body items on the same layer.
* Serums are now produced in batches rather than individually. Default batch size is 5. Value has been adjusted to remain proportional, production is now 5x easier.
* Added three new policies for increasing batch size.
* Added two new policies to unlock additional production lines.
* Added scroll bars to long choice screens, guaranteeing access to all options.
* Added # of serums sold and # of serums waiting to be sold to end of day screen.
* Improved Research Selection screen.
* Improved Serum Design screen.
* Added May Patron names, outfits, and character designs.
* Added additional default outfits.
* Added ability to export outfits into a text file for easy sharing.
* Relabeled some actions to be more descriptive.
* "Spilled Water" crisis grants smaller situational bonus to sluttiness than before.
* Improved View Serum Inventory screen.
* Modified sluttiness values of many clothing items.


* BUG FIXES *
* Disabled autosaving - General program responsiveness should have improved.
* Giving a bonus now comes out of the player's personal cash, not business cash.
* Fixed twin ponytail hair style using low res image set.
vrengames
 
Joined: Thu Dec 08, 2016 8:06 am

Re: Lab Rats 2 - Down to Business (v0.4.1,2/2/2018)

Postby M43usch3n » Mon May 21, 2018 11:33 am

So, I played Lab Rats 2 a bit and here are some remarks:

1. it is indeed a bit difficult to get started. Very much places to go, very many option, took me a while to get into it. Maybe you could introduce "an old friend" who shows you around the game mechanics

2.it is also very difficult to get your business started (@killyspec and otters)
you dont need to have a marketing / HR girl / researcher in the beginning
research is helpful of course but until your business is in the black numbers you dont need it (and can't afford it
pretty much the same with selling/HR - just do it yourself until you hired enough girls to delegate without losing money

also this: Focus on good employees when hiring
Focus is the keyword here; you want this stat high for the procurement/produceres while the other stats are low. Nothing worse than paying a charismatic girl for production...

3. Sex: So far I liked what I saw. Would prefer if I could actually strip the girls naked by touching their cloth with my mouse... :-)
The question / suggestion I got here is: Why?
The reason I like DirtyC101's "Furry Fury: Legend of the Twin Orbs" so much is this: You can play the game and totaly beat most of the enemies by fucking them! No meele action need, just fuck them. Sex has a actual purpose in the gameplay and is not just some extra for extrapervs like me.
M43usch3n
Newly Registered
 
Joined: Tue Oct 15, 2013 2:29 pm

Re: Lab Rats 2 - Down to Business (v0.5.1,28/2/2018)

Postby vrengames » Mon May 28, 2018 10:00 am

Lab Rats v0.5.1 is out and available to everyone! Get the download links here: https://www.patreon.com/posts/lab-rats-2-v0-5-19076246

This update includes a massive overhaul to the "Suggestability" mechanic of the game, which controls how quickly and to what extent a girl can be corrupted. Suggestability now controls how high a girls sluttiness can be raised while under the effects of a dose of serum as well as how fast this temporary sluttiness will be made permanent. A number of related changes have been made: Obedience is no longer effected by suggestability and all crisis events have been edited to directly affect sluttiness or obedience.

There have also been a ton of smaller changes and additions made throughout the game. Your business now has multiple production lines, letting you create specialised serums for internal use. Serums are now produced in batches of 5 to 10 doses for the same amount of production as before. Serums now begin with a default duration of 3 time chunks instead of 1. The serum design, selection, and inventory screens have all been changed to make them more attractive, intuitive, and descriptive. The end of day screen has been updated to include more useful information.

Finally, there have been a number of additions to the graphics system of the game. Thirteen new clothing items have been added, including a number of high heel options and a proper lab coat. Images for the blowjob sex position have been added, along with blowjob-specific facial poses.

I hope you all enjoy playing the new update as much as I enjoyed making it!

Changelog (v0.4.1 to v0.5.1)
Spoiler (click to show/hide):

* CHANGES AND ADDITIONS *

* Base serum duration is now 3 time chunks instead of 1.

* Suggestability system completly rehauled. Suggestion is now max of all serums, not additive.

* "Core" sluttiness added - the base value that the girl tends to return to without serum influence.

* Temporary sluttiness that is bled off is turned into core sluttiness with a 1% chance per point suggestability per time chunk.

* Temporary sluttiness has a cap of core sluttiness + suggestability + 10. Sluttiness gained above this cap bleeds off quickly.

* Obedience is no longer modified by suggestability.

* Seducing a girl now only gives 1/10th as much sluttiness as before (but is no longer modified by suggestability).

* Your business now has multiple serum production lines, starting with two. This lets you manufacture multiple serums at once.

* Each serum production line can be set to recieve a percentage of the total production points created by you and your staff.

* Serum production selection, production line weight, and production line auto-sell thresholds have all been combined into one screen

* Added "Long Hair" hairstyle

* Added "Boot Heels" shoes

* Added "High Heels" shoes

* Added "Heels" shoes

* Added "Sandal Heels" shoes

* Added "Plain Panties" underwear

* Added "Pencil Skirt" skirt

* Added "Lace Crop Top" shirt

* Added "Nightgown" dress/underwear

* Added "Belted Top" shirt

* Added "Camisole" shirt

* Added "Dress Shirt" shirt

* Added "Lab Coat" shirt

* Upper body clothing items can be marked as "tucked" when defined so they are drawn under rather than over lower body items on the same layer.

* Serums are now produced in batches rather than individually. Default batch size is 5. Value has been adjusted to remain proportional, production is now 5x easier.

* Added three new policies for increasing batch size.

* Added two new policies to unlock additional production lines.

* Added scroll bars to long choice screens, guaranteeing access to all options.

* Added # of serums sold and # of serums waiting to be sold to end of day screen.

* Improved Research Selection screen.

* Improved Serum Design screen.

* Added May Patron names, outfits, and character designs.

* Added additional default outfits.

* Added ability to export outfits into a text file for easy sharing.

* Relabeled some actions to be more descriptive.

* "Spilled Water" crisis grants smaller situational bonus to sluttiness than before.

* Improved View Serum Inventory screen.

* Modified sluttiness values of many clothing items.

* Added "blowjob" sex pose as well as variant blowjob facial poses for all emotions.

* Moved confirmation button for character creation to right side to read more naturally.

* Updated blowjob sex scene to switch between blowjob and talking facial poses when appropriate.



* BUG FIXES *

* Disabled autosaving - General program responsiveness should have improved.

* Giving a bonus now comes out of the player's personal cash, not business cash.

* Fixed twin ponytail hair style using low res image set.

* Increased default image cache size by x3, should result in faster, smoother games across most systems.

* Fixed improper function call while stripping in "office flirt" crisis.

* Selling serum action no longer attempts to sell non-integer amounts of serum.
vrengames
 
Joined: Thu Dec 08, 2016 8:06 am

Re: Lab Rats 2 - Down to Business (v0.5.1,28/2/2018)

Postby K-zr » Tue Jun 05, 2018 10:12 pm

This looks incredible! Downloading now!
K-zr
 
Joined: Tue May 29, 2018 10:18 pm

Re: Lab Rats 2 - Down to Business (v0.5.1,28/2/2018)

Postby vrengames » Thu Jun 21, 2018 6:43 am

If you're already a patron you can find the download links here: https://www.patreon.com/posts/19580431

v0.6.0 is finished, and it's bringing a ton of new additions and improvements to Lab Rats 2. The UI has been improved throughout the game to provide more feedback. Sluttiness is now indicated visually and the required (or suggested) Sluttiness is shown on the button for many tasks. Girls now have semi-random text colour and font combinations that make it easier to pick their name out of a list. The main girl UI has been moved to a separate window so that it can be displayed at the same time as the main business UI. There have also been smaller tweaks and adjustments to button art, font size, and placement.

Next, the way Sluttiness is gained has been modified to work well with the changes to Suggestibility from the last update. Interactions now have a maximum Sluttiness that they can reach, and some have a minimum Sluttiness before you can attempt them. Corrupting a girl now requires a buildup from flirting to foreplay to sex, along with serum to cement the changes to her personality. Limits on how often you can chat with someone or have sex with them prevents spamming out the same action over and over again.

There have also been updates to the serum design system to encourage more complex serum designs and to increase their value as the game progresses. Serums now have a limited number of trait "slots" that can be filled. Higher level serums have more slots and are worth more for their production value than low level serums. All of the serum traits have had their values rebalanced for this new system and a new research line that boosts suggestibility has been introduced.
And finally, there have been a few major bug fixes in this version. A major cause of game slowdown has been identified and fixed with more work planned on that front over the next week. Skimpy skirts and dresses now properly calculate their suggestibility requirements. Serums with status effects like "Growing Breasts" now properly apply their effects.

I'm looking forward to fixing any bugs that are found and releasing this version to everyone!

Changelog (v0.5.1 to v0.6.0):
Spoiler (click to show/hide):

*CHANGES AND NEW ADDITIONS*
* Girls now have a randomly assigned font and colour used for all of their dialogue.
* Girl selection screens now show menu names in unique font and colour.
* Girl stats window moved to top center of screen, displayed when talking to girl.
* Business stats window is now always visible in the bottom left of the screen.
* Sluttiness (core, temp, and suggest-limit) is now visualised instead of being presented as a number.
* Resized title screen.
* Redesigned choice buttons.
* Improved player feedback when sluttiness has reached it's cap.
* Sluttiness changing actions now have a maximum effectiveness amount, past which they will not raise sluttiness.
* Sluttiness from sex is now increased once per round in a position that the person finds slutty isntead of all at the end. It is no longer tied to arousal.
* Suggested and Maximum effectiveness sluttiness scores are now shown on all sluttiness changing interactions and positions.
* Introduced plain test sescriptions for a number of numerical scores.
* Keeping a girl orgasming will instantly turn 1 temporary sluttiness into 1 core sluttiness.
* Main character now has a limited amount of "stamina" which is spent to seduce women and recharges each night. Default is 2 stamina.
* The "chat about something" option can now only be selected twice per girl per day.
* The "seduce" option can now only be selected once per girl per day (as well as being limited by stamina)
* Main character now resets arousal completely at the end of every day.
* Main character now reduces arousal by 20 each time chunk.
* All crises choices have been updated to respect the main characters current stamina.
* Serum designs are now based around a slot system. Default serums have a single slot for other traits. More advanced production methods unlock additional slots.
* Serum traits no longer increase production point cost of serum. Only production methods increase cost.
* Balanced serum value against tiers of research required to reach them. Producing multi-trait serums is now more profitable than single trait serums and higher tier are more profitable than lower tier.
* Production methods (improved serum production, advanced serum production, ect.) no longer provide Suggestibility boosts. A new line of serum traits has been added that increases suggestibility.
* Rewrote and expanded the introduction to the game.
* Reworked Sluttiness calculations for outfits.
* Arousal now shows the effective sluttiness boost it gives.

*BUG FIXES*
* Fixed improper reference to character name in lab accident crisis.
* Disabled autosaves, which were creating a major slowdown in the game.
* Supplies can now only be integer numbers
* End of day screen panels no longer overlap.
* Revealing skirts and dresses no longer drastically increase sluttiness over nude levels.
* Serum traits list in serum design screen now scrolls to prevent text from running off the bottom of the screen.
* Rerendered camisole to reduce number of clipping issues.
* Fixed crash in strip tease crisis.
* Fixed bug with status effects where removing a trait would wipe all status effects from the serum.
vrengames
 
Joined: Thu Dec 08, 2016 8:06 am

Re: Lab Rats 2 - Down to Business (v0.6.1,28/6/2018)

Postby vrengames » Thu Jun 28, 2018 11:01 am

LR 2 v0.6.1 is live! Get it here: https://www.patreon.com/posts/19724817

LR2 v0.6.1 brings a ton of new additions and improvements to the game on a number of fronts. First, the way Sluttiness is gained has been updated to work well with the changes to Suggestibility (a measure of how quickly a girl becomes corrupted) that were introduced in the last update cycle. Interactions with girls now have a minimum and maximum sluttiness during which they are effective in changing her sluttiness score. There are also limits on how often you can interact with a girl per day. To corrupt a girl there is now a buildup from flirting to foreplay to sex spread out over a number of days. Serum use can speed up the process and is crucial in cementing the change in her personality.

Next, the serum design system has been changed to encourage more complex designs and to ensure serums become more valuable as the game progresses. Serums now have a limited number of "slots" that can be filled by various traits. Traits no longer add any production cost, but higher level production methods - which add more trait slots - come with an increased production cost built in. Higher tier serums and higher tier serum traits are more valuable to produce than lower tier ones.

There have been UI changes throughout the game to try and display information where it is most useful for decision making. Interactions with girls now show the suggested level of sluttiness as well as the maximum sluttiness that can be obtained with that interaction. The character information UI shown when talking to a girl is now always visible at the top of the screen instead of replacing the business UI. Girls also now have semi-random text colour and font combinations, shown in all of their dialogue and any time they are listed for selection, to aid in character recognition. Button art, font size, and placement have also all been tweaked to improve the overall look and feel of the game.

And finally, there has been a number of major bug fixes that should be mentioned. The leading cause of lag and game slowdown has been crushed, with some sections of the game processing 650 times faster than before. Menus are now more responsive and rollback is more reliable. Serums with status effects like "Growing Breasts" now apply their effects correctly, and skimpy skirts and dresses now properly calculate their sluttiness requirements.

I hope you all enjoy playing this new version of the game as much as I enjoyed making it!

Changelog (v0.5.1 to v0.6.1)
Spoiler (click to show/hide):

*CHANGES AND NEW ADDITIONS*
* Girls now have a randomly assigned font and colour used for all of their dialogue.
* Girl selection screens now show menu names in unique font and colour.
* Girl stats window moved to top center of screen, displayed when talking to girl.
* Business stats window is now always visible in the bottom left of the screen.
* Sluttiness (core, temp, and suggest-limit) is now visualised instead of being presented as a number.
* Resized title screen.
* Redesigned choice buttons.
* Improved player feedback when sluttiness has reached it's cap.
* Sluttiness changing actions now have a maximum effectiveness amount, past which they will not raise sluttiness.
* Sluttiness from sex is now increased once per round in a position that the person finds slutty isntead of all at the end. It is no longer tied to arousal.
* Suggested and Maximum effectiveness sluttiness scores are now shown on all sluttiness changing interactions and positions.
* Introduced plain test sescriptions for a number of numerical scores.
* Keeping a girl orgasming will instantly turn 1 temporary sluttiness into 1 core sluttiness.
* Main character now has a limited amount of "stamina" which is spent to seduce women and recharges each night. Default is 2 stamina.
* The "chat about something" option can now only be selected twice per girl per day.
* The "seduce" option can now only be selected once per girl per day (as well as being limited by stamina)
* Main character now resets arousal completely at the end of every day.
* Main character now reduces arousal by 20 each time chunk.
* All crises choices have been updated to respect the main characters current stamina.
* Serum designs are now based around a slot system. Default serums have a single slot for other traits. More advanced production methods unlock additional slots.
* Serum traits no longer increase production point cost of serum. Only production methods increase cost.
* Balanced serum value against tiers of research required to reach them. Producing multi-trait serums is now more profitable than single trait serums and higher tier are more profitable than lower tier.
* Production methods (improved serum production, advanced serum production, ect.) no longer provide Suggestibility boosts. A new line of serum traits has been added that increases suggestibility.
* Rewrote and expanded the introduction to the game.
* Reworked Sluttiness calculations for outfits.
* Arousal now shows the effective sluttiness boost it gives.
* Sluttiness below Core Sluttiness now returns to the core amount at a rate of 1 point/time chunk.
* Serum production weight now defaults to whatever percentage is remaining (ie. 100% if nothing else is being produced).
* Redesigned character hiring screen.

*BUG FIXES*
* Fixed cause of massive slowdown, delays, and unresponsivesss.
* Fixed improper reference to character name in lab accident crisis.
* Disabled autosaves, which were creating a major slowdown in the game.
* Supplies can now only be integer numbers
* End of day screen panels no longer overlap.
* Revealing skirts and dresses no longer drastically increase sluttiness over nude levels.
* Serum traits list in serum design screen now scrolls to prevent text from running off the bottom of the screen.
* Rerendered camisole to reduce number of clipping issues.
* Fixed crash in strip tease crisis.
* Fixed bug with status effects where removing a trait would wipe all status effects from the serum.
vrengames
 
Joined: Thu Dec 08, 2016 8:06 am

Re: Lab Rats 2 - Down to Business (v0.6.1,28/6/2018)

Postby dannub » Thu Jun 28, 2018 10:28 pm

So, I still feel like setting up the business is really convoluted and involves too many steps. You have to research a serum, procure materials, make the serum, ship the serum, and if you hire anyone at all to help you with those tasks early on, you'll lose money like crazy. And doing it alone is horribly grindy. You don't get nearly as many materials as you need when you procure, and having to manufacture and ship serum separately just means another part of the day is eaten up.

Also, it seems like when I switch production lines, the new serums don't get marked for shipping automatically, like it's going back to default of just sitting there. Don't know if that's a bug or intended.

Honestly, what I'd like to see is the marketing division cut entirely. There's no point to it aside from adding another step to the process, because all you have to do is add an option for the production division to hold back X number of serums per production batch and you'll have your own personal supply if you want. Or change marketing so that you can spend on advertising campaigns or set promotional sale prices or whatever. But having it be the only way you'll ever make any money is a huge bottleneck.
dannub
 
Joined: Tue Jan 10, 2012 5:08 am

Re: Lab Rats 2 - Down to Business (v0.6.1,28/6/2018)

Postby vrengames » Wed Jul 18, 2018 5:11 am

Lab Rats 2 v0.7.0 is live and available to patrons for a week of testing! If you're already a patron you can download it here: https://www.patreon.com/posts/20142184

This update brings a couple of major changes to the game. The first is a redesign of clothing wardrobe system. Clothing is now divided between full outfits, overwear, and underwear sets. Girls will now sometimes assemble an outfit out of overwear and underwear sets instead of always using a completely prebuilt outfit. Company uniforms are now stored as a full wardrobe instead of a single outfit, allowing you to set overwear sets early on and underwear sets and full outfits later into the game. Girls will assemble their uniform out of clothing sets you have made available to them.

A number of changes to my rendering system have let me add a large number of new clothing items to the game! A collection of rings, necklaces, bracelets, and earrings have been added to the game as the first accessories. Cumshots are also now shown on a girl as well. Like the rest of the clothing system there will be additions and improvements as the game goes forward.

Finally, the ways a girl can be given a dose of serum has been expanded. Girls can now be convinced to try a dose of serum, leveraging your charisma, or demanded to take it to take advantage of her obedience. Business policies unlock additional ways to give characters serums, which make it easier and cheaper to corrupt your employees as the game goes forward.

If you're a patron I hope you enjoy the new version of the game, and if not the public version will be out in a week absolutely free to everyone!

As always, a changelog (v0.6.1 to v0.7.0):
Spoiler (click to show/hide):

*CHANGES AND NEW ADDITIONS*
* Sluttiness below Core Sluttiness now returns to its default amount 4 times faster (4 per time chunk instead of 1).
* Clothing system has been redesigned. Outfits are now designed as one of three possible designations: underwear sets, overwear sets, and full outfits.
* Girl no longer asks if you would like her to wear an outfit when you add it to her wardrobe (redundent with option to ask her to wear an outfit directly).
* Added new underwear and overwear sets.
* Girls will have a 50% chance of picking their outfit each day from either a predesigned full outfit or a combination of underwear and overwear.
* Girls no longer remove overly slutty outfits from their wardrobe. They will instead only pick from the ones they consider reasonable.
* Modified all outfit view and selection screens to show full outfits, overwear sets, and underwear sets.
* Corporate uniforms are now stored as full wardrobes instead of being a single outfit.
* Girls will assemble their unfiforms from their departments specific wardrobe, the company wide wardrobe, and if nessesary their personal wardrobe.
* Modified uniform management system to accomodate new wardrobe system.
* Outfit creation screen now displays if an outfit is a valid overwear or underwear set, as well as it's sluttiness requirement for all three types of outfit.
* Standardized several main screen buttons to be the same size.
* Cumshots now leave visible effects on a girl.
* Highly Suggestable recruit policy removed as it conflicted with the new suggestability mechanic.
* High Obedience recruit policy now has no prerequisit and cost has been reduced.
* Expanded options to give serum to people. In the early game you now have several options available, including stealth, persuasion, demanding, and paying.
* The Mandatory Serum Testing policy has been divided into a paid serum testing and unpaid serum testing policy. Paid testing requires a cash reward each time it is used.
* Girls select a random assortment of underwear, overwear, and full uniforms to build their personal starting wardrobe from instead of having access to everything.

*BUG FIXES*
* Found another case of improperly used deep copies in the outfit system, which were resulting in larger than nessesary character object and general game slowdowns.
* Wardrobe was not saved correctly if the player did not move or perform certain actions which made changes to it visible to the save system.
* Fixed case where orgasming girl would incorrectly be given a tiny head instead of the proper emotion face.
* The "against the wall" sex position improperly did not match with the images rendered for it. It now properly describes the girl facing the main character.
vrengames
 
Joined: Thu Dec 08, 2016 8:06 am

Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby vrengames » Thu Jul 26, 2018 6:47 am

Download it here: https://www.patreon.com/posts/release-lab-rats-20325114

Lab Rats 2 v0.7.1 is finished and available to everyone! This update brings changes to two major sections of the game. First, the clothing wardrobe system has been redesigned to provide characters with more control and flexibility over what they are wearing. Second, a new category of clothing has been added to the game: accessories. Accessories include items like earrings, rings, scarves, and necklaces.

Character wardrobes have been broken up into three distinct sections: complete outfits, overwear sets, and underwear sets. At the start of each day a girl will either pick out a predefined complete outfit or assemble one out of valid underwear and overwear sets. Girls will do their best to create outfits they think are reasonable - a definition that can change over the course of the game. Corporate uniforms are now also handled with a wardrobe system. You, as the business owner, can define a list of valid overwear sets that girls will combined with their own underwear. As you corrupt your staff you will be able to dictate more revealing overwear, and eventually underwear and full outfits as well.

The addition of fourteen new accessory clothing items greatly expands the outfit making potential of Lab Rats 2. The new accessories include simple jewelry like rings and necklaces to fashion statements like spiked and lace chokers. The code support for accessories also paved the path for cumshot art, added when and where appropriate when having sex. The rendering automation support created to add this initial batch of accessories will make it easy to add more items in future updates.
Finally, this update includes a number of major bug fixes and general gameplay improvements. Girls will now tolerate low job satisfaction for a number of days after being hired instead of quitting instantly, and the character has a number of new options to give girls serum early in the game. Game speed and responsiveness has been improved across the board. A number of crashes, improperly applied serum affects, and saving issues have been addressed.

I hope you enjoy the new update, I'm already looking forward to getting started on v0.8 and adding the first major chunk of written content to the game!

Changelog (v0.6.1 to v0.7.1):
Spoiler (click to show/hide):

*CHANGES AND NEW ADDITIONS*
* Sluttiness below Core Sluttiness now returns to its default amount 4 times faster (4 per time chunk instead of 1).
* Clothing system has been redesigned. Outfits are now designed as one of three possible designations: underwear sets, overwear sets, and full outfits.
* Girl no longer asks if you would like her to wear an outfit when you add it to her wardrobe (redundent with option to ask her to wear an outfit directly).
* Added new underwear and overwear sets.
* Girls will have a 50% chance of picking their outfit each day from either a predesigned full outfit or a combination of underwear and overwear.
* Girls no longer remove overly slutty outfits from their wardrobe. They will instead only pick from the ones they consider reasonable.
* Modified all outfit view and selection screens to show full outfits, overwear sets, and underwear sets.
* Corporate uniforms are now stored as full wardrobes instead of being a single outfit.
* Girls will assemble their unfiforms from their departments specific wardrobe, the company wide wardrobe, and if nessesary their personal wardrobe.
* Modified uniform management system to accomodate new wardrobe system.
* Outfit creation screen now displays if an outfit is a valid overwear or underwear set, as well as it's sluttiness requirement for all three types of outfit.
* Standardized several main screen buttons to be the same size.
* Cumshots now leave visible effects on a girl.
* Highly Suggestable recruit policy removed as it conflicted with the new suggestability mechanic.
* High Obedience recruit policy now has no prerequisit and cost has been reduced.
* Expanded options to give serum to people. In the early game you now have several options available, including stealth, persuasion, demanding, and paying.
* The Mandatory Serum Testing policy has been divided into a paid serum testing and unpaid serum testing policy. Paid testing requires a cash reward each time it is used.
* Girls select a random assortment of underwear, overwear, and full uniforms to build their personal starting wardrobe from instead of having access to everything.
* Girls are now less likely to quit within the first two weeks of employment, with the total effect trailing off towards the end of the period.
* Refactored major sections of personality dialogue code to make it easier to add future personalities, roles, and tests to ensure all of the above work as intented.
* Added debugging support to personality dialogue to (hopefully) prevent dialogue branches from being introduced without being represented by all personalities.

*BUG FIXES*
* Found another case of improperly used deep copies in the outfit system, which were resulting in larger than nessesary character object and general game slowdowns.
* Wardrobe was not saved correctly if the player did not move or perform certain actions which made changes to it visible to the save system.
* Fixed case where orgasming girl would incorrectly be given a tiny head instead of the proper emotion face.
* The "against the wall" sex position improperly did not match with the images rendered for it. It now properly describes the girl facing the main character.
* Fixed hair coluors sometimes not matching the hair colour given in the character description.
* Fixed serums not properly applying status effects like growing breasts when the trait giving the effect was added and removed during the design process.
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Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby M43usch3n » Sat Jul 28, 2018 8:39 pm

Hiho,

so I played a bit and encountered this bug (or working as intentend).
I managed to have the longest duration serum and could give it to my employees mandatorily every morning (21 employees or whatever). However in the first turn the slutiness was going up but in the second the following turns it was going down unless I would do interact with the girls. Is that working as intentend or a bug?
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Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby Briheas » Sun Jul 29, 2018 5:06 am

M43usch3n Wrote:Hiho,

so I played a bit and encountered this bug (or working as intentend).
I managed to have the longest duration serum and could give it to my employees mandatorily every morning (21 employees or whatever). However in the first turn the slutiness was going up but in the second the following turns it was going down unless I would do interact with the girls. Is that working as intentend or a bug?


2 questions:
Does your serum have both low volatility reagents and improved reagent purification, or just low volatility reagents?
Does your serum have a bonus to slutiness?

If you only have low volatility reagents and have a bonus to slutiness, then I don't think it's a bug. What I think is happening is on the 1st tick, you have both the current day and the previous day serum active, so you have twice the bonus during that first tick, so core slutiness is increasing. Then during the 2nd tick, it goes back to only 1 serum active, so it goes back down to normal levels.
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Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby dannub » Mon Jul 30, 2018 5:05 pm

So, after having finally figured out how to get a good business running (it's basically a solo gig for a long time) I managed to run with the game for a while, and I've come to two conclusions:

1. The business aspect is still too complex. Having five different departments is way too much for you to do by yourself, and automating it is expensive. It takes a while before you have a profitable product that allows you to actually hire people and let the business run itself. My suggestion? Get rid of the marketing department altogether. As it stands, it serves no purpose. You can already set your desired auto-sell threshold in the production department, so anything that the company isn't holding onto will just be sold. The marketing department is just an unnecessary step. Heck, it could be renamed the shipping department, since you don't actually market anything, you just mark things to be sold.

The only alternative I can think of, if you really, really wanted to keep the marketing department, is to make it such that it gives a monetary bonus to every serum you sell. Or there's some limit on how many serums get sold per day based on market demand, and the marketing department increases that limit.

2. The game as a whole is much less engaging than the original Lab Rats. Why? No characters. The five ladies in the first game all had their own unique appearance, personalities, likes and dislikes, etc. In this game, you just have a variety of talking dolls that all have the same responses to every situation. If you've had sex with one girl, you've had sex with all of them. I know the original five are slated to be added to the game, but that still means if/when they do, I'm only going to pay attention to them when I can have them working for me. Everyone else I'll just talk to until I know they're happy enough not to quit, then ignore them for the rest of the game.
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Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby RunningAroundInCircles » Tue Jul 31, 2018 12:42 am

dannub Wrote:So, after having finally figured out how to get a good business running (it's basically a solo gig for a long time) I managed to run with the game for a while, and I've come to two conclusions:

1. The business aspect is still too complex. Having five different departments is way too much for you to do by yourself, and automating it is expensive. It takes a while before you have a profitable product that allows you to actually hire people and let the business run itself. My suggestion? Get rid of the marketing department altogether. As it stands, it serves no purpose. You can already set your desired auto-sell threshold in the production department, so anything that the company isn't holding onto will just be sold. The marketing department is just an unnecessary step. Heck, it could be renamed the shipping department, since you don't actually market anything, you just mark things to be sold.



There is actually a way to get into automation rather quickly. Get the cheapest serum you can do researched, set everything up for production and then hire first one supplyer and then one producer. Once you got both get a marketer. Get them as cheap as possible and it will sustain itself. Then you can upgrade with a second supply and procduction staffer and one HR gal. Works pretty well. Maketing gives you a bonus on sales. You have to buy a policy for it though.

As for your other point:
vrengames Wrote:
I hope you enjoy the new update, I'm already looking forward to getting started on v0.8 and adding the first major chunk of written content to the game!


I hope that helped.
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Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby Briheas » Tue Jul 31, 2018 2:30 am

I start off with automation from the first day - I buy the +1 hiring candidate upgrade immediately and I hire 1 person every day (early morning so I get a full day's worth of work from them). I try to hire in this order: researcher, researcher, supply, production, supply, production, though if someone really stands out, then I break order and hire them instead. (One of the researchers gets pushed into marketing on day 4, and my character handles HR for a few days, until I hire someone for those roles)

It gets kind of dicey around day 4-5, mostly because you're buying up lots supply and only beginning production, but as long as you're stable enough to reach day 6-7, you should have enough production to turn a profit. (Transferring the $100 your character starts with in his wallet to the company funds has saved me more than once.) From there, it's just a matter of hiring more and more people, buying upgrades, then hiring 4 people every day.

My biggest complaints are about the UI. There's no scroll feature on the employee list, so you can only see the first 10 or so employees of each type. And when you go to talk to people, even when you scroll to the very top, there are always employees that are even further above, so I can't interact with them. (I don't know if this is a resolution problem or what, but this happens to me in both windowed and full screen.)

I'm not sure how long the immunity from quitting lasts, but it seemed like a really long time (maybe 15 days?), and employees would just up and quit without ever giving me a "so-and-so is thinking about quitting" message at the start of the day. That makes it very hard to figure out who's unhappy and deal with them before they come threatening to quit.

I'd really like some sort of upgrade to the hiring procedure. Pretty much all I do every day is hire people, so I wish there was some easier way to compare all the candidates at once, or to highlight their traits or something. Or to give it some sort of parameters, like "only show people with over xx in at least 1 stat." It gets kind of boring just looking at numbers and thinking "ok, I saw someone with 45 in supply... no, wait there's someone with 47 in production... nope, no one else with a higher stat, guess I'll go back and hire whoever had that 47 in production."

It would be nice if R&D had something else to do when they finished researching everything. Maybe something like "when no research is assigned, R&D will boost the efficiency of all other workers by (research generated per tick / 500)% Just so it feels like they're doing something and not just sitting around all day.
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Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby dannub » Wed Aug 01, 2018 11:10 pm

RunningAroundInCircles Wrote:As for your other point:
vrengames Wrote:
I hope you enjoy the new update, I'm already looking forward to getting started on v0.8 and adding the first major chunk of written content to the game!


I hope that helped.

That actually doesn't address the underlying problem: The generic girls are generic. There's no reason to interact with them beyond complimenting their work a couple times so their happiness is sufficient to keep them in your employ. After that, you can pretty much ignore them.

If the content update adds some variety to it, then great. But right now it's a shallow pool.
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Re: Lab Rats 2 - Down to Business (v0.7.1,26/7/2018)

Postby vrengames » Tue Aug 21, 2018 9:57 am

Lab Rats 2 0.8.0 is out and available to $5 patrons for bug testing! It will be available to everyone absolutely free next week! If you're already a patron you can find the download links here: https://www.patreon.com/posts/20889741

LR2 v0.8.0 is finished, bringing with it a number of major changes and addition to the game. First, it reintroduces a familiar character from Lab Rats 1 - Stephanie. The update also introduces the first of many "roles", special unique or semi-unique positions with special storylines and actions associated with them. The first role is that of your head researcher, a position now initially filled by Stephanie. Key research goals will require you to corrupt your head researcher and make sure her goals are aligned with yours.

Next, v0.8.0 introduces a character level up system based on goals. As you complete goals you will earn points towards the three main categories of attributes: stats, work skills, and sex skills. This version includes four initial goals for each category, but the internal goal creation will make it easy for me to add many more going forward once the basic structure is tested.

Finally, there have been a number of smaller additions and changes to the game. Two new character types, one unique to a head researcher event, have been added to the game. The functionality of a number of screens has been improved, most notably the main character's stats page. Some new background have been added, and a few old crises have been updated to refer to the head researcher if possible.

I hope you enjoy the new version! Here's a changelog highlight what's changed since v0.7.1:
Spoiler (click to show/hide):

*CHANGES AND NEW ADDITIONS*
* Added "Head Researcher" Role.
* Serum production traits now require special events triggered by the head researcher to unlock.
* Refined serum design and research selection screens as well as serum and trait tooltips.
* Improved serum trading UI.
* Expanded functionality of the business overview screen so it can be used to select employees during events.
* Added events unique to your head researcher that unlock improved serum, advanced serum, and futuristic serum production.
* Added ability to select and fire your head researcher.
* Happiness now tents towards 100 at a rate of 1/day if it is higher or lower at the end of the day.
* Added Stephanie as unqiue NPC.
* Expanded intro sequence. Stephanie now begins the game as your first head researcher.
* Added unique "Stephanie" personality with unique responses in several situations.
* Updated "Detailed Information" screen to be more visually appealing and easily readable.
* Updated serum completion crisis to allow you to select any of your R&D employees to test on, head researcher is always brought forward first.
* Added "Goals" system. Each catagory of experience (raw stats, work skills, and sex skills) have a goal associated with them. On completion you recieve a free point to put into any skill/stat in the catagory
* Added twelve basic goals to test "goals" based leveling system. More to be added over future updates.
* Improved character sheet screen, added ability to spend extra points on character sheet screen, and added goal updates to character sheet screen.
* Character sheet button now turns green when a goal is complete and waiting for you to collect your reward.
* Added new "wild" personality type.
* Employees now take the weekends off.
* Added goal UI to the standard main screen HUD. Shows current name and progress of your three active goals.
* Many dialogue branching options during sex now use effective sluttiness (sluttiness + arousal effect) instead of just sluttiness.
* Added new background for your apartment bedroom, kitchen, and lobby.
* Added special personality type used by one head researcher event.
* Slow Release Dopamine now lowers obedience by 2 instead of 5 per time chunk. Happiness gain remains the same at +5 per chunk.
* Starting character points lowered to 20 to balance the ability to increase them by completing goals.
* Added end of day message announcing the bonus to research based on their int. Each point of int above 2 of the head researcher gives +5% to research generated.
* Broken AC crisis event now requires the casual uniform policy before you can ask people to strip down.
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Re: Lab Rats 2 - Down to Business (v0.8.1/28/2018)

Postby vrengames » Tue Aug 28, 2018 7:50 am

Download it here: https://www.patreon.com/posts/21033012

Lab Rats 2 v0.8.1 is finished and ready for release to the general public! This update includes a number of new and exciting features and improvements. First, Stephanie from Lab Rats 1 makes an appearance as the first returning character. Second, the new role of head researcher introduces the first chunk of storyline style content to the game. Third, a new goal based experience system gives you a way to advance your skills and stats while encouraging you to explore the world!

The return of Stephanie marks the first of several Lab Rats 1 characters that will be introduced into Lab Rats 2. Stephanie joins your company as your first head researcher in charge of new scientific discovery. Stephanie comes with several unique dialogue lines referring to the events of the first game, and the system for adding her to the game have laid the groundwork for adding future characters quickly and easily.
Stephanie is your first head researcher, but you are free to fire her from the position and move anyone you wish into it. An intelligent head researcher is critical in advancing your understanding of the mind-controlling serums you are producing. Several key events now unlock new tiers of serum trait research. These events will have long lasting effects on the people you use as test subjects.

This update also includes the first iteration of the new goal based experience system. Each category of experience - stats, work skills, and sex skills - now has a goal attached to them. Upon completing the goal you may increase one of the attributes in that category. This update includes twelve goals designed to test the goal creation system; future updates will be able to add a huge variety of goals without significant effort.

Finally, there have been a collection of general improvements across the game. Employees now only receive pay Monday through Friday, many menus have been improved, a new base character style has been added, glasses have been added as clothing objects, and many more small additions and bug fixes!

Changelog going from v0.7.1 to v0.8.1:
Spoiler (click to show/hide):

*CHANGES AND NEW ADDITIONS*
* Added "Head Researcher" Role.
* Serum production traits now require special events triggered by the head researcher to unlock.
* Refined serum design and research selection screens as well as serum and trait tooltips.
* Improved serum trading UI.
* Expanded functionality of the business overview screen so it can be used to select employees during events.
* Added events unique to your head researcher that unlock improved serum, advanced serum, and futuristic serum production.
* Added ability to select and fire your head researcher.
* Happiness now tents towards 100 at a rate of 1/day if it is higher or lower at the end of the day.
* Added Stephanie as unqiue NPC.
* Expanded intro sequence. Stephanie now begins the game as your first head researcher.
* Added unique "Stephanie" personality with unique responses in several situations.
* Updated "Detailed Information" screen to be more visually appealing and easily readable.
* Updated serum completion crisis to allow you to select any of your R&D employees to test on, head researcher is always brought forward first.
* Added "Goals" system. Each catagory of experience (raw stats, work skills, and sex skills) have a goal associated with them. On completion you recieve a free point to put into any skill/stat in the catagory
* Added twelve basic goals to test "goals" based leveling system. More to be added over future updates.
* Improved character sheet screen, added ability to spend extra points on character sheet screen, and added goal updates to character sheet screen.
* Character sheet button now turns green when a goal is complete and waiting for you to collect your reward.
* Added new "wild" personality type.
* Employees now take the weekends off.
* Added goal UI to the standard main screen HUD. Shows current name and progress of your three active goals.
* Many dialogue branching options during sex now use effective sluttiness (sluttiness + arousal effect) instead of just sluttiness.
* Added new background for your apartment bedroom, kitchen, and lobby.
* Added special personality type used by one head researcher event.
* Slow Release Dopamine now lowers obedience by 2 instead of 5 per time chunk. Happiness gain remains the same at +5 per chunk.
* Starting character points lowered to 20 to balance the ability to increase them by completing goals.
* Added end of day message announcing the bonus to research based on their int. Each point of int above 2 of the head researcher gives +5% to research generated.
* Broken AC crisis event now requires the casual uniform policy before you can ask people to strip down.
* Characters are now only paid their daily salary on work days.
* Added "sitting" character position to be used in future events.
* Added sunglasses clothing item.
* Added modern glasses clothing item.
* Added big glasses clothing item.

*BUG FIXES*
* Fixed incorrect function call name causing crash.
* Fixed crash when assigning personal outfit to character.
* Fixed crash caused by displaying facial accessories.
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Re: Lab Rats 2 - Down to Business (v0.8.1/28/2018)

Postby RunningAroundInCircles » Tue Aug 28, 2018 11:01 am

This version is broken.

Talking to Stephanie causes a crash and disables you to interact with her in any way.

Progressing time causes a crash. Employees take the weekend off but never return to work.
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Re: Lab Rats 2 - Down to Business (v0.8.1/28/2018)

Postby Borkenone » Thu Aug 30, 2018 12:23 pm

Coming form the first game and really liked it.Lab Rats 2 so far, well I'm not a fan. I don't know, the concept of making serum into a commercial product doesn't make much of a sense to me. Wouldn't the protagonist want to keep it all to himself?

While I do appreciate Vren for trying something different. But as a squeal it maybe needs some more familiarity? I don't really mind the business simulation aspect of the game, but randomly generated characters instead of ones with pre-written personality and plot just isn't nearly as engaging. And while there are lots of them, non can really stand out and just all bland in together. It's just not fun corrupting them.

And on top of it, I just don't like the new character model. Even when you reintroduce the old characters, because of the drastic change of character models, they won't really feel like the same.

But then again, the first game ended up great, so what do I know, maybe this will get really good?
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Re: Lab Rats 2 - Down to Business (v0.8.1/28/2018)

Postby vrengames » Fri Aug 31, 2018 4:18 am

RunningAroundInCircles Wrote:This version is broken.

Talking to Stephanie causes a crash and disables you to interact with her in any way.

Progressing time causes a crash. Employees take the weekend off but never return to work.


The problem has been fixed and the new version posted on Patreon and the main download links on this post have been corrected. Sorry for the inconvenience, don't code tired!
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