So with a bit of delay, we have the results for the latest poll to decide which game I should work on. With an amazing amount of 3 voters (2 if we don't count a VIP patron who didn't want to use his full power, you're too caring Spectre :D), the winner is Lust City, quite a surprising result actually but quite interesting as well. Meaning a single "Fan" patron could have change the result! Too late now!
I've always enjoyed playing zombie survival/management games (though not a fan the necrophiliac aspect which is why Lust City will focus on Nymphomaniac virus instead of Zombie virus) but I always felt most of those games were lacking in features and I hope to achieve something familiar but refreshing in some aspects with this project.
Since this project will be more static than Glassix 2 while using lots of similarities like a city map to explore and locations to visit, it should be faster to get some proper gameplay. As suggested, I'll open a new channel on Discord to discuss about it more easily as I've already a few ideas in mind for the game I'd like your opinion about.
Glassix 2 will be on stand by until then though I might tinker a bit with it at the same time to test some stuff.
I'll thank the 2 voters for their time spared on voting and will try to deliver something as soon as possible but considering a basic release, the earliest would be September or October since I won't have much time in August due to vacation. You might want to cancel your pledge until then.
As I've hinted in previous posts, Glassix 2 development has been really slow due to being more dynamic than most games, everything is loaded dynamically from the mod folders which will allow easy modding in the future but makes lots of stuff not easily usable like other games and it's also been even slower due to a massive increase in my main we dev work which left me little time compared to before.
Looking at the state of the game, it's more of a tech demo with lacking features and no content. As for performances, it's also quite heavy on the memory and GPU due to rendering too many things at once, which can be fix with more textures/shader optimizations or reducing the amount of rendered stuff (for example, just show "shadow" NPC like most other games for never met NPCs).
Glassix 2 needs a lot more stuff for it to reach the basic state I envision:
Editors: Since I want the game to be easily modded, it will require editors for each aspect of the game: Create your own locations, buildings, cities, scenarios and so on. I've already started with the Characters and Events editor but those would also need a better UI to be easily used. So lots of work just on that.
Events: What's a game without NPCs interactions and naughty stuff! On this aspect, I think ChatGPT will be a huge help since it can deliver all the code I need in less that 1 second with the proper input. Some stuff needs to be carefully redacted of course, but for some other stuff, some AI content would work just as well, for example, having NPCs with specific traits and personality which would gives different dialogs when interacted with, as well as different dialogs based on affection and obedience, same as what Glassix 1 did.
Content: Besides events, the game also relies on unique entities, such as businesses, jobs which are used to make the city feel alive and simulate real life. You could start as a bum, find a job as a gym trainer, get ripped while earning money, buy your own gym, hire sexy trainers, implement a mandatory naked outfit for members and get even richer ! Jobs have promotions features, businesses have owners and can be purchased. A city would have several businesses to offer and let the player do whatever he wants. Some jobs could be basic "click to work" while others could add new gameplay or event opportunities like fireman or police man. Businesses would have unique employee ladders with different way to get promoted which would allow more replayability.
Spells: Lots of stuff planned here too. Some are quite basic like boosting attributes while other would open a whole new way to play the game which would require their own event and possibly UI. For example, the invisibility spell which is already in game lacks the actual naughty interactions and I'd like to create some kind of naughty mini game here where we'd be able to molest girls like some other games already do. So spells could have their own gameplay but also be used as event requirements to make the game easier.
Animations: Both daily life and sex animations. The sexy ones are intended to be modulable so that the same pose can be used with additional partners and make those more entertaining. Similar to Cumshot Simulator, you'll be able to move to different furniture and access different positions, the usual here.
UI improvements: The current UI is a bit blunt to say it nicely and I'd like to make it more game like, for example, the citizens UI would need an update to show citizen portraits for those who have been met and with better details. Text size would also need to be adjustable in the game options for wide screens.
Performances and quality: The game could use less resources of course. And there are some stuff which requires some fix, for example, transparent materials are currently still visible in the dark, the hair shader has not been updated yet to improve visuals. So some more work needed here too.
Online sharing: The game has its own website and I'd like to use it as a hub so that content can be easily shared, be it translations or game content. In game menus would also allow stuff to be shared easily.
Now that's a lot of stuff still planned for the game before it gets any better and with my current busy schedule, the pace will be quite slow for the next few months.
The fact that Glassix 2 is dynamic forced me to look into stuff which would have not been required if I had worked on a classic game. The shader part is actually quite a big topic on its own and were I've spent several months learning and testing, which slowed down the development quite a lot.
With the release of Cumshot Simulator where stuff was more static and faster to release, I thought it might better to put Glassix 2 on hold and work on another more static game where I could deliver fun gameplay faster. I originally had 3 games in mind with kinda the same mind control/corruption settings: Glassix 2, Vampire Revenge 3D (Not to confuse with Vampire Revenge Rebirth which was 2D and had to be cancelled due to the artist bailing on me) and Lust City (name to be changed maybe). I've reviewed my original introductions of those games to make them easier to create and I'd like patrons to decide if I should switch the currently active project (I still plan to release all 3 games, it's only a matter of order and time) or simply keep working on Glassix 2, any result is fine by me, but note that 2 other games would be patrons exclusive (require a minimum of 1$ pledge to access the beta version after 1 month).
As for the question, would those 2 games be really faster than keeping working on Glassix 2? I think so. I can't really say exactly how fast I'd be able to deliver their full version but similar to Cumshot Simulator, a lot of assets can be reused and I'd be able to focus on what I do best: coding, creating the battle feature and base managements which have a planned start and end as opposed to Glassix 2 which would require much more content.
Updated materials and textures to improve visual quality
Updated lighting settings for indoor locations
Fixed issue with camera speed and collision in Appearance and Biography Editors
Fixed issue with flickering shadows
So after so much delay, here is the new version which focus on a new shader for the game to handle skin and environment texture a bit better. Overall, the difference is not that visible since it mainly focus on light behavior and the change would mainly occur depending on the camera angles.
But in general, you might not notice much difference, or previous shader might look better in some part.
(Hair shader has not been update yet) Indoor locations should be better lit, better details on walls and structures. The outdoor light has also been reviewed a bit to better reflect normal cycle. Unity does have its own day/night cycle module I will check too which might be a better option than my current custom module too.
This change does come at a performance cost though with this new shader using 2-3 textures per layers as opposed to 1-2 before. This can leads to quite a heavy load on the memory, for example the cafeteria location with lots of students eating can lead to 12-13Gb of memory usage. This is due to the number of skin textures a character uses currently. One character requires 6 different materials to render each body part (torso, head, arms, legs, mouth and genitals), each with 3 textures at 2K, that's 18 textures with ~5Mb each, 90Mb per character skin, with 2 genders each offering 6 different skins, 90*2*6 = 1080Mb just for skins. Add hair, clothes, room and furniture too using similar set up and that's several Gb of textures used. I'll have to review the process a bit since there are ways to optimize this or reduce the size of less meaningful textures, but another lengthy process.
As talked about previously, with the slow pace of advancement on Glassix 2 and my current busy schedule, I'm planning to release a poll soon to get patrons opinion about how I should go with my campaign, more details in another post. I recommend patrons to cancel their pledges until I can resume proper monthly release.
Sorry again for the delay and thanks for your patience and support so far!
Just a heads up Glassix 2 v0.19 is still not operational yet. I have finished updating the textures, shaders and lighting and everything is working well inside Unity editor, however, once I build the game for Windows, weird bugs occurs related to the new layered shader I created to handle the new textures.
There's some issues with flickering shadows when the shader uses transparency and for some unknown reasons, the entrance walls of the buildings are missing some texture layers, though it works fine for the side windows...
Again with transparency, I still have to figure out why the alpha on the plants do not work anymore too... Those issues do not occur when testing directly in Unity , I've already tried to fix stuff for the past 4 hours with my friend ChatGPT but no success so far.
I wanted to release this new update today to get so feedback on results and performance from players but unfortunately, I have not much more time to spend those days due to my main web dev work with a huge ongoing project with impossible deadlines so I have to focus on that first I'm afraid...
So once more, I'll have to delay the release and advise patrons to cancel their pledge until things get sorted out. I apologize for all this mess :/
so.. the few days delay became two weeks in a flash... Turns out I underestimated the number of furniture needing texture processing to upgrade them to HDRP.
Most of them came with a simple color texture + a normal texture (to simulate the bumps). However, Unity HDRP needs 3 additional textures to render things nicely: metallic, smoothness and ambient occlusion. There are tools to handle those more or less automatically based on the color and normal map but still require lots of manual input. Plus I had to double check the result in game. Overall, there's not much difference from far away and the upgrade is more in the details. I still need to adjust the UV scale of various textures to make locations and furniture look right which also adds more time than planned.
Another issue which this update increased was the incorrect indoor lighting, with some part of the models being way to dark, like this:
If you look at the MC skin, you'll notice it's way darker than its clothes (and it's not the skin color). This is due to Daz models not being made for games, so a crucial texture, which is the ambient occlusion map, which is used to determine how the models will be lit by indirect lighting, is missing. I generated one myself from the existing textures but the result is still too dark and will need some more tweaking so that models are lit properly and relative to the time of day. You also might have noticed how the sky reflects on the floor which is not how it should behave normally and will need some more looking into...
On the plus side, I made a new best friend in the form of ChatGPT which helped me understand a lot faster many aspects of all the problems I encountered in the past few months and I feel like I'll be able to debug stuff much faster than before. I'm quite amazed by how powerful this tool is. Unity having hundreds of components each with hundreds of parameters, I'm afraid understanding all of them is a long term investment but with AI helps, each problem, if explained properly, gets a proper analysis and solution. Most of the time, several possible causes with several solutions to test out but the more you explain it what you tried and what the result was, the more it pinpoints the issue and gives the adequate solution. This is simply magical and so much faster than looking online through forum or post or even asking on Discord... It also helped me figured out my shadow issues in my previous post.
This issue also occurred inside locations with shadows making no sense and flickering non stop... Turns out it was a really basic setting on the camera called Far Clipping Plane which I thought at first was simply used to tell the camera how far you wanted the camera to render... which is true but not only that, it's also used in shadow calculations, so the higher the number, the less accurate your shadows will be. Since Glassix 2 has a city map using real life measurements and I wanted to render the pink fog fully, I put a huge number in it and it worked more or less fine on the city map but inside location or editors where the camera is much closer to the models, that basically messed the whole shadow calculations. So switching the value depending on the scene and camera distance fixed the issue. I had spent a few hours before on this, looking online and trying various options in the lights, shadows, models and so on... And I got the answer from the AI in 2 minutes after explaining the problem... I should have started using it earlier...
So anyway, long story short, I'm afraid the current update still need more tweaking before I feel like it's in a presentable state. I'd say once more a few more days but unfortunately, I'm currently quite swamped with a big and important project for my main web dev work and have not as much time as I'd want to complete the update so I'll have to push this update to the end of the month once more :/
All this complexity with Glassix 2 loading stuff dynamically really slows down the development time compared to other games such as Lust Complex or Cumshot Simulator where I can handle the content myself. Right now, I'll focus on finally giving proper visual lighting quality to Glassix 2 and after that, I was thinking supporters might be more interested in me working on a game which could give fun gameplay faster than Glassix 2 which will need much more work before it can truly live up to its predecessor. So I'm planning to release a poll once Glassix 2 v0.19 so you can decide yourself.
I apologize again for all those delays, this update took more work than planned but I'm also taking this opportunity to look into the core visual issues of the game and hopefully will deliver something more pleasing to the eyes. With the help of my new friend, I think I should be able to fix issues much faster.
Sorry again about that and thank you for your patience, and understanding!
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