Jump to content

Recommended Posts

Posted

Plans for v2.17 (25 Jan)
- 20 new animations, consisting of:
-- male-female Foreplay animations
-- male-female Missionary animations
-- male-female Standing animations
-- Gangbang animations, including MMMF and MMMMF variants for each
- Bug fixes and other improvements
Estimated Release Date: Saturday, 25 Jan (with a release candidate for public beta testing released at least 24 hours in advance)

Posted

Played the game for a bit since 1.18. Is the number of NPC unlimited? I kinda hate that I have over 100 neighbours and over 100 coworkers, or is it possible to set the limit for NPC in the whole city so after certain number game not gonna generate a new ones?

Posted
1 hour ago, RmX93 said:

Played the game for a bit since 1.18. Is the number of NPC unlimited? I kinda hate that I have over 100 neighbours and over 100 coworkers, or is it possible to set the limit for NPC in the whole city so after certain number game not gonna generate a new ones?

it's unlimited, but I do plan to add a 'diminishing return' thing to NPC generation in the future

Posted

217.jpg

LifePlay v2.17 Released!

- 20 new animations, consisting of:

-- 5 male-female Foreplay animations

-- 7 male-female Missionary animations

-- 5 male-female Standing animations

-- 3 gangbang animations, including MMMF and MMMMF variants for each

- Bug fixes and other improvements

Posted
4 hours ago, msvalidparadox said:

I ask this in absolute seriousness. Is my character EVER gonna finish college?

I only spent one update (i.e. two weeks of part-time hours) on the college path so far so it's still incomplete. I've been busy with more major features for the game, but I should spend another update on college sometimes in the later half of 2020

Posted
1 hour ago, vinfamy said:

I only spent one update (i.e. two weeks of part-time hours) on the college path so far so it's still incomplete. I've been busy with more major features for the game, but I should spend another update on college sometimes in the later half of 2020

That makes perfect sense! Thank you for replying, I'm having a ton of fun (I might be slightly obsessed).

Posted

It's been a while and I figure I should drop an update on the shower scene karma hits thing that was bothering me.

Not spawning in the significant other solved the issue entirely. The same result can be achieved by taking an NPC the game spawned itself and modifying it to suit one's needs, and doing it that way removes the bug (and I am fairly sure that it was a bug at this point).

Admittedly, I haven't had the scene hit since then so there's nothing I can say on the karma hits, whether they still exist and whether they still knock down 10 karma a pop, but if the scene itself is as rare as it is now, it shouldn't be an issue either way.

Cheers.

Posted
On 2/2/2020 at 10:41 AM, Maeror Ignis said:

It's been a while and I figure I should drop an update on the shower scene karma hits thing that was bothering me.

Not spawning in the significant other solved the issue entirely. The same result can be achieved by taking an NPC the game spawned itself and modifying it to suit one's needs, and doing it that way removes the bug (and I am fairly sure that it was a bug at this point).

Admittedly, I haven't had the scene hit since then so there's nothing I can say on the karma hits, whether they still exist and whether they still knock down 10 karma a pop, but if the scene itself is as rare as it is now, it shouldn't be an issue either way.

Cheers.

fixed it, I simply forgot to add an exception to solo scenes like shower to not count as cheating 

Posted

Plans for v2.18 (8 Feb)
The next update will address one of the last remaining eye-sores in the game: the city map (no more basic grey boxes for buildings!). It's a purely graphical improvement, but an important one nevertheless because the player sees the map first thing and then for a big portion of gameplay:
- The city map will now show actual 3d textured buildings (4 variants of low-rise buildings and 7 variants of skyscrapers), some trees, pavement and some cars on the road. The 3d models for these are all low-poly (due to performance reasons) and still restricted by the lack of terrain data in the OpenStreetMap exports (i.e. can't generate hills or rivers) so they won't look as good as the city builder games made by professional studios for example but they're definitely still a big improvement on the old maps. The new system will also work instantly with all existing maps - no need to redownload anything from the Mega's optional map folder.
- Rework the map lighting to better suit the new 3d models, enable them to drop shadows and make lighting more consistent (no more sudden jump of light level as soon as 6am is reached, weird lighting when a scene moves time forward, or random changes in the map's lighting when you move from one house to another). Incidentally, this also fixes the blue tint for the 3d bedrooms.
- Optimize performance (i.e. minimize FPS loss from the old map to the new map) for the new maps with hierarchical instanced meshes, LODs and occlusion culling
- Add a second default map that will be included with all releases of the game alongside Central London: Central Bath. It's recommended to tick 'Randomize Unknown Buildings' (25%, 25%, 25%, 25%) when using this map - it's small and compact (lots of buildings in a concentrated area to play with). Even at max randomization setting and with the new textured map system, it loads pretty much instantly. Good for quick testing and weaker PCs that don't get good FPS with the Central London map.
- Update the game's start date to January 2020 (the old start date was 2 years ago). This will only affect 'New Game' and not your current saves.
- Bug fixes, modders' requests and other improvements
Estimated Release Date: Saturday, 8 February (with a release candidate out at least 48 hours in advance for public beta testing)

Posted

Nice job, thank you. I have a question about money: is it possible to make restriction that if I have 0 on my count, I can't buy things? For now I can buy anything even if I have -100000 $, can do all actions. It's wrong I think.

Posted

Hey Vinfamy, a "quest" of sorts just occurred to me. 

 

To wit, it's you, as the PC, noticing that there is some sexual tension between the your spouse and one of your children....and helping them get together.  Mother/son, Mother/daughter, Father/daughter, father/son, whatever. The quest starts with you noticing that there is a strange chemistry going on and then going out of your way to fan the flames. And it ends with them married, with you officially relinquishing your spouse to your child.

 

Basically, it'd be a 2nd person dating sim quest, with your character moving things and setting up situations where their lust and romance increases. Think of it like the "Break a couple" quest, except that your spouse and child end up estrange if you do it badly.

Posted
10 hours ago, Barry W. said:

Nice job, thank you. I have a question about money: is it possible to make restriction that if I have 0 on my count, I can't buy things? For now I can buy anything even if I have -100000 $, can do all actions. It's wrong I think.

it's supposed to represent going into debt - but yeah. it could have been made more sophisticated

Posted

Public Beta Testing: v2.18 Release Candidate
2.18 includes a public beta testing period before official release. So, here are the links for those wanting to help beta-test this version (or just really impatient). No previous beta testing experience is required - it's as simple as playing the game normally and report any bugs you encounter.

The beta testing period will last around 48 hours, aiming for official release of v2.18 (which will include the rest of the platforms and mirrors of course) before Saturday, 8 February
My preferred channel to receive bug reports from beta testers is via Discord. But a reply here would do too.
If you're not interested in beta-testing the game and are not super impatient to try out the new content in this version, it's recommended to just wait a bit more for the final v2.18 releases.
Thank you for all your help!

 

Change Log:
- The city map will now show actual 3d textured buildings (4 variants of low-rise buildings and 7 variants of skyscrapers), some trees, pavement and some cars on the road. The 3d models for these are all low-poly (due to performance reasons) and still restricted by the lack of terrain data in the OpenStreetMap exports (i.e. can't generate hills or rivers) so they won't look as good as the city builder games made by professional studios for example but they're definitely still a big improvement on the old maps. The new system will also work instantly with all existing maps - no need to redownload anything from the Mega's optional map folder.
- Rework the map lighting to better suit the new 3d models, enable them to drop shadows and make lighting more consistent (no more sudden jump of light level as soon as 6am is reached, weird lighting when a scene moves time forward, or random changes in the map's lighting when you move from one house to another). Incidentally, this also fixes the blue tint for the 3d bedrooms.
- Optimize performance (i.e. minimize FPS loss from the old map to the new map) for the new maps with hierarchical instanced meshes, LODs and occlusion culling
- Add a second default map that will be included with all releases of the game alongside Central London: Central Bath. It's recommended to tick 'Randomize Unknown Buildings' (25%, 25%, 25%, 25%) when using this map - it's small and compact (lots of buildings in a concentrated area to play with). Even at max randomization setting and with the new textured map system, it loads pretty much instantly. Good for quick testing and weaker PCs that don't get good FPS with the Central London map.
- Update the game's start date to January 2020 (the old start date was 2 years ago). This will only affect 'New Game' and not your current saves.
- Bug fixes, modders' requests and other improvements

Posted

Preview Screenshots for v2.18

Here's some WIP preview screenshots for the upcoming v2.18, which will add 3d textured buildings to the game. The map being shown is Central Bath at different zoom levels in the morning. From v2.18 onwards, Central Bath will be included with all releases as the second default map alongside Central London - being a small and compact alternative to the London map, i.e. the 'performance' map.

Of course this new map system with textured buildings isn't limited to Central Bath or Central London, it will also work instantly with all existing maps - no need to redownload anything from the Mega's optional map folder. 

If you have keen eyes, you may notice that the buildings' meshes get simplified (i.e. less polygons) the further they are to your current view and as the map is zoomed out. That's the LOD system in action - an essential way to optimize performance and limit the FPS loss in the new textured maps compared to our old 'grey building' maps.

1.JPG

2.JPG

3.JPG

4.JPG

5.JPG

Posted

Modders' Requests Completed for v2.18
Right from the start of the project, LifePlay is highly moddable by design and the last few months have seen more and more community-made mods being published for the game. As the game's developer, I'm happy to support modders in any way I can, most importantly giving them more 'tools' and 'building blocks' for them to create their mods with, mostly in the form of new API functions.
So far, whenever a modder requested new API functions, I just direct-messaged the modder once they were added to the game - which was a bit of a bad habit because other modders wouldn't then know about those functions to make use of them, especially because I'm also a bit behind in terms of updating the documentation for modding. So, in order to better community these API changes to all modders, I've decided from now on to post a list of new API functions before every release of the game, starting from v2.18.
This list simply shows all the functions that were added. Examples of how to use them are included in the LifePlay\Content\Modules\vin_Base\Scenes\meet_random\test.lpscene file. Hopefully, in the next few months, I will be able to catch up on updating the modding documentation to include the new functions too.
Modders' requests completed for v2.18 (check test.lpscene for examples):
- modifyActorVar()
- getPerson(Tag)
- ModLauncher.config for any third-party software to tell the game which mod should start enabled / disabled
Other modders' requests completed in recent previous versions:
- getActorVar() and setActorVar()
- RandomizeRace()
- getMorphValue()
- FilterTalk() and FilterDesc()
- DressBondage()
- setBackground3d()
- Round() and Floor()
- hadSex()
- isRelativeType()

Posted

218.jpg

LifePlay v2.18 Released!

- The city map will now show actual 3d textured buildings (4 variants of low-rise buildings and 7 variants of skyscrapers), some trees, pavement and some cars on the road. The 3d models for these are all low-poly (due to performance reasons) and still restricted by the lack of terrain data in the OpenStreetMap exports (i.e. can't generate hills or rivers) so they won't look as good as the city builder games made by professional studios for example but they're definitely still a big improvement on the old maps. The new system will also work instantly with all existing maps - no need to redownload anything from the Mega's optional map folder.

- Rework the map lighting to better suit the new 3d models, enable them to drop shadows and make lighting more consistent (no more sudden jump of light level as soon as 6am is reached, weird lighting when a scene moves time forward, or random changes in the map's lighting when you move from one house to another). Incidentally, this also fixes the blue tint for the 3d bedrooms.

- Optimize performance (i.e. minimize FPS loss from the old map to the new map) for the new maps with hierarchical instanced meshes, LODs and occlusion culling

- Add a second default map that will be included with all releases of the game alongside Central London: Central Bath. It's recommended to tick 'Randomize Unknown Buildings' (25%, 25%, 25%, 25%) when using this map - it's small and compact (lots of buildings in a concentrated area to play with). Even at max randomization setting and with the new textured map system, it loads pretty much instantly. Good for quick testing and weaker PCs that don't get good FPS with the Central London map.

- Update the game's start date to January 2020 (the old start date was 2 years ago). This will only affect 'New Game' and not your current saves.

- Bug fixes, modders' requests and other improvements

Posted

Commissioning Animations, Scenes and Maps (Reward For Patrons and Contributors)
Over the course of working on this project, I have received and completed many requests for new animations, scenes and maps, mostly via direct messages on here, on Discord. As appreciation for their support, I have always tried to prioritize these requests if made by patrons and contributors (those who have contributed significantly to the game via modding / promoting the game).

In an effort to encourage more patrons and contributors and to provide patrons and contributors a fair, transparent and guaranteed way to get their feasible ideas for new animations, scenes and maps made and added to the game, I'd like to introduce Commissioning as new rewards for patrons and contributors, which will work like this:

At start of each month, I'll add three posts like below to Patreon asking for commission requests till the end of that month for the following month (for example, commission requests for March have to be in before 28 Feb):

1/ Commission Animations for March (v2.20 and v2.21) commission_anims.JPG
2/ Commission Scenes for March (v2.20 and v2.21) commission_scenes.JPG
3/ Commission Maps for March (v2.20 and v2.21)

 

(the first two posts have to be made 'Patrons Only' because commission requests probably all contain nudity and other NSFW content, non-patron contributors can commission stuffs by messaging me on Discord / LoversLab)

I will then divide the workload accordingly and make the animations, scenes and maps and add them to the game in either of the two updates in that month (for example, for March, depending on how many commissions in total, I may add all three to v2.20, or do maps and scenes in v2.20 and then do animations for v2.21, etc)

Note that these commissioned animations, scenes and maps will be in addition to whatever new content and features planned for the updates, not instead of. Any new pledges or pledge increases from this new commissioning reward will allow me to dedicate more development hours per week to the project, which will not only go to making commissioned content, but also to working on more ambitious improvements for the overall game to take LifePlay to the next level.
The maximum number of commissions per month for the patron tiers are as follows:

  • $1+: 1 map OR 1 scene
  • $3+ : 1 map AND 1 scene
  • $5+ : 2 maps, 2 scenes AND 1 animation (1-2 actors)
  • $10+ or Contributors : 4 maps, 4 scenes, 2 animations (1-2 actors) AND 1 animation (3-5 actors)
  • $15+ : 6 maps, 6 scenes, 3 animations (1-2 actors) AND 1 animation (3-5 actors)
  • $20+ : 8 maps, 8 scenes, 4 animations (1-2 actors) AND 2 animation (3-5 actors)
  • $25+ : 10 maps, 10 scenes, 5 animations (1-2 actors) AND 2 animation (3-5 actors)
  • $30+ : 12 maps, 12 scenes, 6 animations (1-2 actors) AND 3 animation (3-5 actors)
  • $40+ : 16 maps, 16 scenes, 8 animations (1-2 actors) AND 4 animation (3-5 actors)
  • $50+ : 20 maps, 20 scenes, 10 animations (1-2 actors) AND 5 animation (3-5 actors)

Please note the 'and' and 'or': patrons above $3 can indeed commission all these different types of content in the same month, up to the caps mentioned above.

"Money isn't the only way to contribute" has always been a key principle of this project so contributors will be given the same rewards as $10 patrons for the purpose for commissioning, giving them the ability to commission a bit of everything each month. I want to avoid the can of worms of evaluating "who contributes more" and "how much your contribution is worth" so I think it's fairest this way. You'll know you're a contributor if I gave you the 'Contributor' role on LifePlay's Discord server or petitioned to give you the 'Modder' tag

Posted

I'll be very excited to see this completed, as someone who's been waiting for a Sims alternative for years. Also, if it's not too complicated to do, I might design a map for you for free.

Posted
List of Community-Made Mods (as of 11 Feb)
Here's the updated list of community-made mods as of 11 Feb. I'm very grateful for the efforts of our wonderful modders: 
 

Utility Tools:

"New" means the mod was released within the last month. "Updated" means the mod was recently updated within the last month. 

If you want to make mods for LifePlay yourself (which requires no coding experience nor special software), start by checking out the Docs folder and join our Discord server - modders are usually quite active on there.

 

How to Install Community-Made Mods:

Download and extract the mod into Content/Modules

Make sure you don't leave an extra directory level for the mod, meaning:

For Better Pregnancy for example, it should go like this:

Modules/sb_BetterPregnancy/sb_BetterPregnancy.lpmod

and NOT

Modules/sb_BetterPregnancy_v1_3/sb_BetterPregnancy/sb_BetterPregnancy.lpmod

(If this is the case after you extract the mod, you need to move the sb_BetterPregnancy folder out to Content/Modules and delete the (now empty) sb_BetterPregnancy_v1_3 folder)

After this, make sure the mod is active in the Mod Manager. (Ctrl + M > Tick Mod > Confirm)

Posted

3Proposal.jpg

IMPORTANT: The $500 Milestone and LifePlay 3.0 (AI and Interaction Overhaul)

First of all, I'd like to say thank you to everyone for your support of the project, whether it's directly financial by pledging on Patreon or more indirectly by helping to promote the game, modding or bug testing. Thanks to your support, I'm glad to say that the first Patreon goal of $500 is finally in sight (we're two-thirds of the way there right now - 15 Feb). That may not sound like a lot compared to some popular Patreon creators, but this first $500 goal is arguably the most important goal for the project to reach as it would mark the day LifePlay officially becomes a part-time JOB for me rather than just a committed hobby, allowing me to dedicate around 30 hours a week (4+ hours each day) consistently to working on the game.
Not only this, this $500 milestone will give the project the financial security and consistent development hours enough for the project scope to be expanded beyond the currently quite simplistic gameplay and NPC behavior. In fact, as soon as the $500 Patreon goal is reached, I will immediately start working on LifePlay 3.0 - the most ambitious overhaul to date, even more so than the character model overhaul last year:

 

Current Flaws of LifePlay v2.x:
- With the lack of AI, NPCs are currently treated like lottery balls basically! All each NPC does is staying 'dead' as a lpcharacter text file in your Saves folder and waiting for their ID to be called out by the RNG (Random Number Generation) goddess to 'resurrect' them into scenes whenever you take certain actions under certain conditions. They aren't actually 'alive' when they're not in a scene with you: They don't go to work, have a home (even your GF may get assigned a home, but she doesn't really live there!) or go anywhere when you're not around and the RNG doesn't call for their presence.
- Any NPC-NPC relationships(spouses, parent-child, etc) are static and only there because one of the 'introduce' scenes get triggered because of RNG. NPC doesn't have any opinion (rapport, attraction) of each other whatsoever - any breakup or domestic violence scenes are pretty much RNG-based or not a part of a revolving relationship.
- Overall, NPCs are just very shallow - tons of new NPCs are generated through scenes every day but they're all equally forgettable - after all, they have no AI!
- Because NPCs don't 'live' when not in a scene, they never have any physical location on the map so you don't have many options in terms of proactively interacting with NPCs location. A common complaint about the game is that everything seems so passive - you wait for things to trigger a lot, adding tons of buttons to force-trigger scenes isn't a good solution because the fundamental problem is that there are no NPCs around to interact with.
- Only bedrooms have proper 3d space, all other buildings/ location types are represented by 2d background images.
- No animations for daily activites (eating, drinking, working out, etc), only for sex.
- Because of the lack of NPCs in locations and lack of 3d space and animations, all actions have to be represented by a progress bar - watching a progress bar for every action you take isn't very enjoyable gameplay.
- Also, because of these factors, scenes are a bit like in a 2d visual novel - even though the characters are 3d, the camera is static during scenes and the characters aren't even looking at each other when talking, let alone interacting. Relies a lot on text to describe what's going on between the characters (even dramatic moments like fighting), which is a bit of a waste of Unreal Engine's capability and the fully rigged 3d characters
- Also because of the above, the gameplay feels very much like 3 different games constantly 'interrupting' each other: Moving around the map and watching the action progress bar (Game 1, lifesim without daily activity animations), interrupted by scenes telling some story on a 2d background (Game 2, visual novel), then interrupted by a sex scene (Game 3, sex similator / animation slideshow). Not very immersive at all.

 

What would the "LifePlay 3.0 AI and Interaction Overhaul" include, when the $500 milestone is reached?
- I will need around 5 updates (or 2 months and a half from the day the $500 goal is reached) to add all the new systems and features for the overhaul, as listed below. This is a similar number of updates to the character model overhaul last year, but with the $500 goal achieved, each update will involve a lot more development hours (around 60 dev hours per update, or 300 dev hours for the whole overhaul).
- AI: Add a sophisticated NPC Behavior System to the game. Each and every NPC will now have a home (and they actually live there and can be found there at night! Some NPCs may be roommates / spouses living together), a workplace / university (where you can actually find them during the day) and their favorite places for shopping, dining, socializing etc. They will all have daily schedules that are flexible and make sense (NPCs will explore new places and be moody too, they won't just go to the same shop every day at the same time like how some other Patreon games handle schedules.)
- AI: most importantly, each NPC will be somewhere physically on the map doing something (or simply sleeping at home ...) at any point of gameplay. If you go there, you can find them and interact with them. Go to your local grocery store after work and you may find some of your neighbours there etc
- AI: NPCs will now have rapport and attraction for each other. NPCs in a relationship or in the same family will act like that - couples usually appear together etc. NPC-NPC relationships will develop with more opportunities for drama with a backstory / buildup, rather than just random dramatic scenes out of nowhere.
- Interaction: Bye bye, 2d location backgrounds! The bedroom won't be the only fully 3d location in the game anymore - all other building types will now have at least one preset each of a fully 3d space: shops, gyms, nightclubs, restaurants, stripclubs, you name it ... all in 3d. Whenever you select a location on the map and move there - the camera will now show the actual place in 3d (with other NPCs already there doing different activites) that you can move around (bit like how the current sex camera during bedroom sex scenes work), rather than just the map and the progress bar. The map is only seen when click for it when you want to move elsewhere.
- Interaction: New animations for common daily activities (including animations that involve interacting with furniture like running on a treadmill etc) so you can watch your character actually do things rather than just watching the progress bar.
- Interaction: Not only can you interact with buildings, you can now interact directly with the NPCs you see in that building - this will make the gameplay a lot more proactive and less 'doing unrelated things and wait for RNG to trigger scenes'
- Interaction: Even in passive situations when you're just going about your day and a scene triggers, it's a lot more immersive because you actually see the NPC walking towards you in the 3d space, talk to you while looking at you and use other animations when appropriate (fighting etc) - very smooth transition, scenes aren't 'interrupting' your action anymore, in fact, scenes should feel like part of your experience interacting with locations and NPCs, not something separate and RNG-reliant.
- Interaction: Since there are no more 2d backgrounds, all scenes now have free camera control to look around the 3d space where you can watch you and other characters talking and interacting (perhaps you want to move the camera up and look down and it will look like the Sims with actual dialogues, or if you keep the camera on your character or go into first person, it will look a bit like a proper 3d RPG), which gets rid of the whole 'visual novel' feel and makes the best use of Unreal Engine's capability.
- Interaction: If a scene leads to sex, the transition is also a lot smoother because during normal scenes, you're already in a 3d space with the same camera control as sex scenes. The 'three interrupting games' I mentioned earlier should now feel like one immersive overall experience.

 

Before and After LP 3.0 Overhaul - Examples:
1. Going to the gym and getting hit on
- Current: Click on gym > do cardio > watch the progress bar while still in map view > half way through, a scene triggers and blatantly interrupts the action > scene UI shows up on a 2d gym background > randomly generated guy shows up and starts the chatting up dialogue not even looking at you
- After Overhaul: Click on gym > do cardio > the camera does the zoom-in effect and shows the 3d interior of the gym (already with NPCs working out there) which you can move around > you watch your character running on a treadmill > a scene triggers but it feels immersive because of no sudden camera/ UI switch, a guy who was already working out before walks up to your character and starts chatting up while making eye contact with your character
2. Asking for a cute shopkeeper's number
- Current: Click on shop > pick a random action and grind out until the specific scene triggers - nothing you can do to influence the RNG goddess > a scene finally triggers and interrupts whatever you were doing > generate a new shopkeeper (a different one each time even though it's the same shop! How many staff do this shop have!?)
- After Overhaul: Click on shop > go there > camera zooms into the 3d interior of the shop > that's the cute shopkeeper standing there (she actually works here so it's the same one no matter how many times you visit the shop. Also, some of your neighbours are here too since it's a local shop) > click on her > ask for her number > a scene is force-triggered in the background but it stays immersive because there's no change in camera and UI - your character simply walks towards the shopkeeper and starts the dialogue to ask for her number.
3. Invited to a house party
- Current: You're watching the progress bar with 'Doing cardio' > interrupted by the scene UI > your best friend shows up (with the gym background behind him) and invites you, apparently it's to show a phone call even though neither of you are even holding a phone > you say yes > you're instantly teleported to his house (not really, your character is physically still in the gym for the whole house party scene). Oh wait, isn't it a different house (you can tell because it's using a different bedroom preset) from the last time the same guy invited you to his house party? Yeah, cause all NPCs are homeless so a random place is generated each time the house party scene triggers > You choose to chat up a girl and pick a name from the list of options(although all you see is the girl appears on screen from nowhere, not even looking at you, and the text 'We spend some time talking'.) > She's into you, so you kiss (both of you are kissing air while standing parralel to each other ...)> You choose to fuck > teleported to the bedroom and 3d bedroom sex scene interrupts the visual novel UI.
- After Overhaul: Your character is running on a treadmill in a busy gym > suddenly, he stops the treadmill and picks up the phone from his pocket > a bubble from the phone shows the best friend's face lipsyncing and the invitation dialogues (he doesn't just magically appear in the gym, it's a phone call!) > you say yes > You get a mini-quest objective to go to his home (the same one he's lived in since you first met him) > You switch to map view for a second and click to go there > Camera zooms into his living room, in all its 3d glory > the host and his guests are already there sitting around the table > that girl looks hot, you click on her > chat up > your character moves to the chair next to her and they start talking, making eye contact of course > they kiss (with proper animation) > then they walk away from the living room and into the bedroom where they start having sex. Everything transitions smoothly.

 

Why is the $500 Patreon goal necessary to start working on this overhaul?
The $500 milestone allows me to guarantee at least 30 hours a week (60 hours each update) to dedicate to the project, which is necessary because this overhaul will expand the project's scope significantly. There's not only the work actually implementing the features and assets required for the overhaul, but also the work to add more code to existing scenes and actions to make use of the new features. Most importantly, the overhaul adds extra work to every scene, action and location type that I will add in the future too. I really need that minimum 30 hours a week to be able to handle a project with such an expanded scope going forward, otherwise it would just be too much for one person to handle as a committed hobby (and not as part-time 30-hour-a-week job that the $500 milestone would make this project become) and everything would just be a buggy mess even if the AI and interaction systems are in place.
The character model overhaul last year was a great improvement, but it didn't expand the project's scope or lead to more work for all future content. It was just 'repainting the house', once done, you get to enjoy the new look right away with little 'maintenance' for the forseeable future. This AI and interaction overhaul would be more like 'turning your house into a smart home', which is not only a big intial effort, but also carries future 'maintenance' costs as well.

I need your help achieving this milestone and making this overhaul a reality!
I firmly believe that this LP 3.0 Overhaul will dramatically improve the game and make it a truly enjoyable and more realistic 3d adult life simulator that makes full use of Unreal Engine's capability. However, in order to reach the $500 milestone necessary for the overhaul, I need your help!
If you're not a patron or are a former patron, please consider pledging on Patreon to support the project if you enjoy the game.
If you're already a patron, please consider increasing your pledge if it's financially sensible for you and if you have been pleased with the progress the project has made in the last year.
Again, my Patreon's 'Charge Upfront' feature is disabled, so you can pledge or increase your pledge right away - you will only actually get charged on the 1st of next month.
As further incentives for pledging / increasing your pledge, check out the rewards I just introduced for patrons that allow you to commission animations, scenes and maps each month.
Also, please continue to spread the word about the game to others (via forums, messaging service, social media) whenever appropriate. Even if you're not in a position to support the game financially, someone else who have heard about the game from you might.
Right now (15 Feb), we're about two-thirds of the way to the $500 milestone. As an example, it would only take about 30 new patrons and the average pledge to increase by $0.50 per patron to reach the target. So with your help, I hope this goal can be achieved and this ambitious overhaul for the game can become a reality!
In the meantime, of course I will continue working on the 2.x versions in accordance with the Quarter 1 Plans posted at the start of the year (next version v2.19 for example will add facial expressions for sex scenes, I will post detailed plans for that in a couple of days)
Thank you so much again for your support!

Posted

Plans for v2.19 (22 Feb)
First of all, thank you so much for everyone’s amazing support over the past couple of days! We’re already getting quite close to the $500 milestone so hopefully, with some more support, the upcoming v2.19 could even turn out to be the final v2.x update before our highly anticipated 5-update v3.0 AI and Interaction Overhaul.
But first thing’s first, V2.19 will be an important update in its own right. It will address a common complaint about sex scenes: the characters all look like emotionless robots (or underpaid unmotivated pornstars!) going at it. It will also enhance the user friendliness of the sex scene UI. Here are the plans:
- Add dynamic animated facial expressions for all characters during sex scenes, especially focusing on movements of the eyes, brows, forehead and mouth.
- The facial expressions will increase in intensity as the characters get closer to cum, finally resulting in their ‘orgasm faces’ (eyes rolled back etc)
- Mouth movements will sync with the sex moans.
- Improve the sex action menu and reduce scrolling by adding new quick access buttons for the major categories of sex positions. Also, split the undressing and bondage options (a major cause of the endless scrolling) into a side menu and make these options more visual.
- Bug fixes, modders’ requests and other improvements
Estimated Release Date: Sat, 22 Feb (a release candidate for public beta testing to be released at least 48 hours in advance)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...