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Getting Back to Business

It's been a slow week for Lab Rats 2 development, mostly due nerd sniping myself with Live2D experimentation (The recent Tarkov wipe hasn't been helping my productivity either). I had fooled around with Live2D before as a potential replacement for the old shader system, but I didn't really have a good idea of what the workflow for it would be for a larger project. This time I put a good amount of work in to see what the requirements would be, what the pitfalls would be, and what quality of result I could actually achieve.

The end results aren't particularly exciting for you guys: Live2D is a great tool for taking a 2D character and animating it, particularly for giving it a 2.5D appearance, but it's impractical for Lab Rats 2 for a couple of reasons. First, it relies heavily on having access to information about obscured parts of a character, like the part of a face hidden behind hair or an elbow partially obscured by a characters body. That's easy to produce by hand for a 2D drawing, but it is incompatible with LR2's current image rendering pipeline. Second, Live2D bakes all of it's character information into a single file, with texture, expression, and motion data not easily transferred between different models. That makes it very difficult to, for example, have a single piece of clothing art that can be shared by an arbitrary set of characters.

That said, I could absolutely imagine some future project using Live2D from the start as the animation system. It would make it much easier to implement things like minor, progressive changes in proportions as well as capture much more dynamic scenes. if nothing else it was a fun side-project to work on for a few days.

Now it's time to get my focus back on Lab Rats 2 and it's new trance system. Step one is going to be ripping out the existing Core sluttiness system, and after that I can move on to the UI for influencing a girl once she's in her post-orgasm trance. 

Comments

Follow up to above comment. Once I rebuilt the same drug with a longer duration, it did indeed work as expected. So clearly the 3 turn duration was the problem. Not sure if that's intended.

I've tried to make it easy to port mods over by leaving the old sluttiness functions in place and having them redirect their effects to normal sluttiness now. If your mod changed the sluttiness system itself then you're out of luck, but if it only relied on checking and changing sluttiness it should be a pretty painless transition. On thing that is changing fairly dramatically is the scale of sluttiness rewards. Because it's a permanent stat now the rewards are all being scaled to +1 for a minor effect, +2 for a major one, and +3 to +5 for very rare and opinion boosted events.

Vren

I've got a game going where I have an improved serum with a 3 turn duration and the Sisterly Obedience trait. I'm automatically giving it to the staff in the office, but it is not raising core sluttiness at all. I'm wondering if it's effectively wearing off before it would kick in. Meaning, are you implementing daily effects to occur at midnight or the following morning or something? At which point, the 3 turns might be over. In any case, it seems broken as it is.

have notice a continuity issue, if you command a girl to give their panties, then have relations with them you must remove their panties again.

>_< welp time to rewrite my game mod if your going to rebuild the sluttiness system.

Colin T.


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