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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