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Quick news : Nympho City Survival dev log #2
Hey guys !
Two months since last update, not much to show off once more here I'm afraid. Development has still be very slow, still being quite busy with main work and the free time I have, I'm afraid I'm being quite lazy and waste it on video games when it's not with family...
Anyway, on the time I could spend on the game, I've been focusing on the clothing destruction feature. Since we're talking sex battles, it'll mean clothing damage to reduce enemies defenses. I'm aiming at 4 levels : undamaged, little damage, heavy damage, destroyed. The post preview gives you a preview of what you can expect. The result is not the best but its advantage is the easiness to process the damage texture. Here is a sample of how it works :
I just need to upload the uv texture exported from my model through Blender, then I just have 2 layers, one dark grey for light damage and one heavy grey for heavy damage. That's it. Pretty easy to do but my artistic senses are a bit on the bad side so you won't get the best possible. Here is another preview for the jean/t-shirt outfit :
I'll pack the GIMP files for the damage texture in the game so if some players feel like creating better damage textures, they'd be free to do it, it'll then be a simple matter of overwriting the existing files to make it work.
If you've given a shot to Cumshot Simulator and Glassix 2 before, you might have noticed a difference in visual quality, due to the fact Glassix 2 use a custom shader I made which is a bit less good than the default Unity shader which has less versatility. I intended to reuse Cumshot Simulator shader into Nympho City Survival but after a few trials, there was too much work to make it work properly with all the models I already had in Glassix 2 so instead, I decide to go with Glassix 2 shaders which was much faster to reuse. This means that Nympho City Survival uses the same mod feature as Glassix 2 (partially) and can use Glassix 2 characters cards and templates for example. It won't use the same city or locations mod feature though since NCS city is static and locations use a new building blocks feature (which I might move to Glassix 2 later on since it would be more modular and easier to mod for players in the end).
I've already started to use Glassix 2 character editor to create the main characters I plan for NCS, which will follow the story of the Olwen family (no dad again lol). You'll play as Colt Olwen
(For some reasons, this design reminds me of the no-eyebrow actor famously known on the web lol)
The player will start the game separated from his family composed of the mother, Maria Olwen, the model from this post main image and a sister. I'm planning to release NCS in the form of story chapters. The tutorial prologue being finding the mom first and understanding what's happening, followed by chapter one which will be finding the sister in the first block of buildings available. Each chapter will increase the range of exploration in the city, adding new enemies and new story plots.
In term of gameplay, the game will be a mix of creature collector and Glassix. You battle enemies, either defeat them with brute force or subdue them with sex skills to add them your team (harem?). Girls have 3 states : Normal => Doll => Nympho. In order. Without sex, a normal girl will slowly revert back to Doll state, kind of like a health bar and being poisoned. Then Doll to Nympho in the same logic. Sex will "heal" the girl state, so Nympho to Doll to Normal. Enemies start in Nympho mode and you'll need to get them to Doll mode to capture them, bring them back to your base then "train" them to get them to normal state so they can help. Explore the city, collect girls and gather supplies to improve your base and survival chances. The original plan was to have the player as the only male in the city but I'm thinking about future chapters and I think it would be quite interesting to have male rivals trying to create their own harem and invading your base, while you still have to uncover what happened to the city. Lots of possibilities here.
NCS will also use the same attributes/skills features as Glassix 2, though not all the same. Out of the 8 planned for Glassix 2, I'll reuse 6 : Strength for physical damage and carry weight, Agility for movement speed while exploring and dodge change in battle, Charisma for sex damage and defense, Dexterity for accuracy and action speed when gathering, Intelligence for craft recipe access, endurance for physical damage defense. I'll drop wisdom and luck here since 6 attributes is already a lot. Skills will come on top of attributes to boost various aspects too, though once more, they'll be different from Glassix 2.
That's about it for the moment. Not much done in 2 months I'm afraid and I don't think it'll go faster in the next months either, still being quite busy with work. But working on this project is interesting and I don't plan to cancel this at all, it'll just be slow. I'll have to update my main page to reflect this, completely forgot about this... Anyway, I advise patrons to cancel their pledge again, I'm still surprised to have that much support for the little work I gave so far. The campaign is still running to allow players to get all my paid game at once, don't forget to cancel after. Though I think Patreon released a new product system a few months back, didn't get the chance to check it, maybe that's be a better option...
Well, that's all folks! Sorry for the slow pace and thank you for still sticking around!
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Hey everybody !
It's been a while since my last post and it's time to fix that!
First, I'll have to make a change with the game name because Lust City is actually already used by other games so I've decided to switch to a pretty long and straight forward name: "Nympho City Survival" which should capture all of what this game will be about.
Now about what's going on with the game itself, I'll have to admit I've been procrastinating more than I should lately and didn't advanced much, trying to figure out the best way to deliver this new project.
The original idea was to go Glassix 2 way with a grid like city map, real time management and the usual exploration, sex battles and survival features. Thanks to ChatGPT (and DeepSeek when my VPN was down), I got some pretty complete pathfinding algorithm to calculate travel time between buildings in this grid city. Then it was time to create the city which would take days to find the proper buildings, roads and lights which would require specific sizes and entrance positions to match the need. Wanting to fast, I went to the Unity asset store to see if I could find some already prepared low poly city and there were a few actually. I found this one which had nice visuals.
This asset looks quite nice, does match visually with what I had in mind with Glassix 2 and NCS (Nympho City Survival), has lots of building to explore and would save me a huge amount of time on city building. The main issue was that it was not a grid like city which made it impossible to use the pathfinding and time calculation between building. But the city was there, really nice and would save me a lot of time.
That's where I started to think if I was going the right way with some of my ideas since one of my goal with NCS was to deliver some proper survival gameplay fast and not make this game overcomplicated like I did with Glassix 2. So I decided to scale down the project and simplify it. First, let's scrap pathfinding and time calculation... If I drop that, I need another time management feature. Other games usually go with time periods so let's go with that. Let's make it Morning, Afternoon, Evening and Night. Exploring would consume one period and you can move around as much as you want during this period. That'll make time pass faster too which is a nice bonus in the end. Evening and night would require lights too and luckily, this city asset does come with the required materials. Mix it with Unity day/night system and I could scrap the new basic time feature for NCS. (Might need to make it brighter though)
The city actually uses less than 20 materials so it's also cheaper in performance than what I have in Glassix 2.
Now that the city is taken care of, time to move to locations you'll explore. Here again, another question occurred. Should I keep going Glassix 2 way with fully built 3D models of each locations like this
or might there be easier solution ? Because creating the room itself can be quite time consuming on the wall thickening part with Blender messing up things and forcing me to fix many little things manually. So once more, let's look online if I can't find some nice indoor assets. Here again, some options like this nice garage for example (plus this one was free for testing)
By adding my own highlight component on the various furniture, the player will then be able to interact with objects and scavenge resources. However, there was a lighting issue with the wall not being thick enough letting light pass through as well as a camera problem where it was not possible to see inside the room if the camera went out of it. So again, looking into how other games do it, I found that using modular wall blocks made things easier and I prepared a few of my own.
So by stacking walls of 2mx0.4mx2.5m I could shape my own rooms quite fast and fix my camera and light issue at the same time. I'd still need to furnish the rooms but I actually could mix a bit of both, replacing the walls of the garage by my own and keep the furniture as is for example to speed things up. Walls use the same material so it's also not costly performance wise and since windows and door are a separate objects from the wall, I can change their models without impacting the wall which is a really nice addition. (Would be nice for Glassix 2 location editor too but would require a huge update to make it work)
And that's currently where I'm at with NCS development due to work, procrastination and laziness and thinking things through. Next step would be to import the character models in the game and start working on the battle fuck system with cloth destruction. Though I've been thinking about the exploration gameplay lately.
The original idea was to be similar to Glassix 2, the player appears at the entrance with the camera hovering over the room and you can move it however you want, click on furniture to instantly teleport the player and scavenge. But another way to do it would be first person, meaning you'd control the character directly and move in the room, get near the furniture and click on it to scavenge. Enemies would also be handled differently. With Glassix 2 style, entering and scavenging would trigger combat directly with enemies appearing in the room but not requiring to move them around. This means easier and faster gameplay. The first person gameplay would have the enemies rush at you and trigger combat only when they touch you, which would require AI pathfinding (Unity already offers that so it shouldn't be a huge burden) but would make exploration longer since the player needs to move around each room himself instead of instantly clicking. So I'm not sure which gameplay would be the best. I might release a poll to ask patrons once more.
While I'm talking about combat, I'll also warn you I plan to go the easy way and when combat occurs, it moves the player to another scene to battle in turn based battle fuck. The combat will not occur in the current room since it would require more complex collision detection and some small rooms might make things complicated. Plus, you'd be travelling with your companions which would make it even more crowded. Having a different battle scene makes battle fuck easier and the current room could still impact the battle scene with specific furniture appearing or not depending on the current room furniture, like bed or couch, unlocking various sex positions during the fight.
Also, the city is quite big and will require lots of room which is obviously time consuming. The idea to make it faster to release while keeping it entertaining in game and matching a version update style would be to release it by neighborhoods. Meaning I'll focus first on the 4-5 first building introducing the story (The usual, all the girl have gone nympho, you're the last man? in the city and only your semen can cure them) and I'll add more neighborhoods with each versions, unlocking new girls and outfits to collect and adding more to the story and events.
Aaaannnnd while I'm at it, I'd also like to give a brief explanation about the base management system I'm planning for the game. So basically, you can claim any building in the city as your base and the rest should be obvious : each building has a specific number of rooms by default and you'll be able to change those rooms with the right resources. You'll need to manage your food with possible indoor hydroponics room, bedrooms to shelter more girls prisons to keep the dangerous ones, entertainment to keep them happy and workshops to craft items. And of course, the bigger the building and the more people you have, the more threats will be sent at you so it would be better to start small. There will also be skills for girls which would make exploration or combat easier of course, with more dangerous neighborhood having better skills.
That's about it at the moment. That should give you a better idea of where I'm going with this game. I'm not sure I'll be able to deliver anything in October either so you might want to cancel your support again until I can at least release something playable. I apologize for the slow pace, it should get better now that I've got the basics for the game.
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Poll results out!
Hi everyone!
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.
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