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.
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.
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!
Just a quick notice I'll be a bit late with Glassix 0.19, a few more days I think.
I'm still in the process of updating the textures and have been delayed quite a bit because the built-in shader from Unity which I used for Cumshot Simulator actually didn't fit correctly with Glassix 2 modding feature as it did not allow me to tile alpha layers separately, meaning I had to recreate a similar shader which is a mix of the old one and the built-in, with better performance and similar result. Though I won't be able to get the same graphic results in the end since I had to repack textures to save memory and increase performances. Here are a few preview of the result, I'll let you guess which side is before/after. I've also disabled shadows which were quite quirky in the editors.
I've also optimized and fixed some of my code which previously failed to compress textures properly (though it does impact quality quite a bit, I might add an option to toggle compression so players can choose either quality or performance for this part) and I've also reduced the number of duplicated materials so the game should run better on low specs in the future even more when more content it added in the future.
With development being so slow due to how Glassix 2 is more complex than the usual H game, maybe you guys would be more interested in temporarily changing the main game for this campaign, Vampire Revenge could be a nice change with content which somewhat match Glassix themes, like mind control and corruption with added strategy and battle gameplay added, and since it would be static content, I could deliver more gameplay content faster than what I could with Glassix 2 so I'll release a poll asap to see if you might be interested in such a change.
Sorry again for this delay and thank you for your patience and understanding. Drop me a message if you want a refund as always!
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