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!
Added fake ambient lights indoor until better solution is found
Characters now properly get dressed after stopping sex
Added new menu buttons to toggle outfits display for characters during sex
Disabled waypoints interaction during sex mode to avoid unfortunate miss click express travel
Tweaked light settings to reduce light bleeding through walls issues
Added new character colliders in torso for easier interactions
Added Wait button in location.
Adjusted SkirtB to not clip when wearing PantiesA
It took me a bit more time than expected but here is the new cum feature, currently only focused on the Cum out part, so we're still missing the Cum in part as well as female orgasm, but this new feature is something I never saw in other H game and it's quite dynamic so I think it was worth the time to add.
There are still some quirks like said in my previous post like the effect only affecting only one girl at a time and not affecting clothes but those are all things which can be fixed with more time. Performances wise, this feature should be low cost and should work without too much issue on lower end spec from what I read about this Unity feature but I'll wait for feedback to confirm.
This cum feature uses the default camera feature to rotate around the character. You can either use the Q key to shoot or left click when camera control is off in cum mode. I have not restricted the Lock button currently so you can test this feature but in the long run, I'd like to lock it behind a spell as well as making arousal increase speed controlled by spell too.
To complete this cum feature, I'll have to add female orgasm and cum in option but this should be faster than the cum out option.
Other than that, I've also added the Wait button directly inside locations since it was quite a requested addition and I've also added simple colliders in characters' torsos so it's easier and more logical to click on them.
Let me know if you encounter any issues with this new feature!
Fixed issue with branch blocks in Business Panel not colorizing properly
I'll have to apologize for this short changelog. Between family vacation and getting covid during Christmas, I didn't have much time for the game this month and I'm spending most of my days in bed lately feeling sick and dizzy :/
Anyway, this version adds the Wardrobe manager for Businesses which is quite similar to the default Citizen Wardrobe except it only affects the work outfit. This time, you can design both the male and female since the gender of a job is variable. If none is set, it'll use a default one of course.
The button to access the job wardrobe is accessible directly from the business panel after selecting a job, in the right panel. This button is only visible if your current job gives you access to wardrobe management which is a new action visible in the list of actions of each job. Currently, only the Dean and the Head professor have access to this button so you won't have access to it in Scenario mode. Moreover, each job has different wardrobe permission. The dean can set any outfit in the business while the head professor can only change the outfits of professors and students.
That's about it for this version, sorry again for the lack of content :/
Added citizen wardrobe with four activities: At home, casual, work and sleep
Added missing loading panel when game boots
Added missing spell icons in Spells panel
This version focus on the citizen wardrobe feature as voted by (6) patrons in the previous poll and you'll now be able to customize the citizens' outfits based on their activity, similar to Glassix 1. Unlike in Glassix 1, outfits parts can be fully customized so the code was a bit more complex... I've tried to make it as clear as possible by adding tooltips which give explanations of how audacity of citizen and outfits are calculated, it's pretty straight forward addition of each outfit part own audacity plus some offsets depending on a few additional things such as whether the breasts is visible or what activity is done. You can also customize the men's outfit too and the formula is mostly the same except a few things, like not caring if the chest is exposed. The formula is not complete yet and I will modify it a bit in the future but overall it should work like this.
The wardrobe can be accessed directly by using the new Wardrobe icon located in the top right menu of a citizen info page.
The process is fairly straight forward: Select the activity then select the outfit. You can create your own outfits, save them and assign them easily. To make it more logical in the future, some piece of outfits might be more suited for certain activities, for example, pajamas would be to sleep, not really to work... which would mean adding some audacity penalty if you're using pajamas on activities other than sleeping, I'll fine tune the formula better in future versions.
I also wanted to add the business wardrobe feature to give the ability to customize working uniform but the citizen wardrobe took more time than planned and I couldn't finish it so that'll be for v0.17, which will also add new sex animations and possibly story content, but with Christmas on the way, I might have even less time to work on this :x
Anyway, this feature should be a nice addition to the game and let you create some sexy outfits for your waifus ♥ I guess I'll add some new poll options to add more piece of clothes too in the future so we can create even sexier outfits.
Let me know if you encounter any issues in this version!
Added waypoints in locations to travel between locations quickly
Travel menu can now go back levels by clicking on red labels
Reimplemented models loading directly from mods folders using Trilib
Added 4 new location models: HallwayA, HallwayB, HallwayC, HallwayD
Added 18 new hallways locations in Newbit map
Sounds and Musics have been moved to StreamingAssets folder
This new version focus on the waypoints navigation between locations. It works pretty much as you can expect, click on a door, stairs or specific waypoints to move to next locations. This one was more complex to code than Glassix 1 since when spawning in the new location, I needed to place the player to the related door but the result should give more of a feeling of living in the city than before. I've also took the opportunity to push it further with waypoints offering multiple destination such as a lift which can send the player to any of the floor directly, not just one.
I've added hallways in both the apartment building and the university albeit they are quite plain at the moment. Here too, it took some time to create those myself even though they are quite basic. I prefer creating mine because the one I found online are usually made using tools which create a huge mess in the model and make it difficult to modify or maintain and I had to put my head back in 3D modeling and UV unpacking which is another mess to handle on top of all the other aspects of game making. But still quite interesting since I'll be able to create whatever I want given enough time.
Besides this new navigation feature, I also put back the external model loading feature. I had to disable this a few version back due to some bugs in the module but it has been fixed now. This means models are now loaded directly loaded from mod folders and creators will be able to simply drop their FBX or other 3D extension in their mod folder to use them in Glassix 2, be it buildings, locations or furniture, albeit each of those will also require their own editor to configure the necessary information such as size, materials and whatnot.
I've also moved the sounds and music in the external folder which means they are also loaded a runtime and creator will be able to add their own sound or music during events.
While coding the navigation stuff, I had a few ideas I wanted to share, such as a new spell "Wormhole" which could allow the player to create connected wormholes in their favorite locations for quick travel. Similar to teleportation but would be lower level and cheaper, that seems interesting to add to the game. Another aspect I'd like to improve in the game is interactions. For example, it's possible to toggle lights directly from the UI but with the waypoints interactions, I realized it would be more interesting to add light switches as interactable 3D models directly in all locations as well as make lamps and other lights not directly connected to the main system to toggle them on and off. Similarly, the ability to use furniture which should be usable such as chair or couch or TV which would change the animation, something I guess you are already familiar in other games.
The plan was to focus back on the Newbit scenario now that I have the hallways and the event editor but I'm thinking it's been a while since the last poll to get your opinions plus those new ideas seem fun to add to the game so I'll prepare a poll with all the most interesting features planned so you can decide which one I'll focus on.
That's it for now. Again, this version has no new playable content I'm afraid just the navigation feature, sorry about that :x
Added Choices feature in Events, Events Editor and Online documentation
Added game entities and entities properties in Event Editor
Added new confirm panel before switching or leaving the Appearance and Biography editors to avoid losing unsaved changes (Thanks player whose name I forgot! :x)
Fixed bug with male beard not updating correctly in Appearance Editor (Thanks Squark!)
Fixed Free Mode saves not working. Requires new game. (Thanks Bulgara!)
Fixed bug with outfit morphs not updating in Appearance and Biography Editors
This new version focuses on the choice feature in Events and add a new tab in the Event Editor to handle that. Choices or options however we want to name it are a basic feature in visual novel to (usually) let player decide the outcome of the story.
In Glassix 2, choices involve much more complexity compared to other game engine such as Renpy because I've given access to most game variables to be able to cover all possible conditions we can think of when displaying a choice. Most of those conditions are the same as conditions for an event and use exactly the same code and prefab, making it easy to update and debug if needed. But as always, there are some exceptions which is what makes coding new interfaces not a simple copy from a previously existing interface (Event conditions VS choice conditions, same-same, but different). Choices are then displayed in the usual way (Just noticed I should add a semi opaque dark background to make it more obvious the players needs to click on one choice :x)
The second important addition to this version is the new game entity properties dropdowns which will allow creators to access dynamic data in their events. Usually, in Renpy, we'd have either the names hard coded or a global variable with the name stored and used. In Glassix 2, we have fixed content created in advanced (such as the Mercer family in the Newbit scenario) and randomly generated content, such as NPCs filling the city. What I think will make Glassix 2 really different from its competitor is mixing this fixed and dynamic content together and make it feel like an enjoyable experience. Fixed content will allow creators to create a proper story with different branchings, similar to Glassix 1, while having randomly generated content will allow the story to have its own flavor even when replaying the same scenario.
Events can target fixed content and follow a scenario, but it is also possible to create unique events for the randomly generated content and NPCs, to make them appear as a fixed content when they would actually not be. They could be present during your first run in the scenario but in another run, they'd vanish. For example, we could create specific events for a nympho blond girl requiring specific body proportions and age which would keep seducing the player during any scenario played. Her appearance would still be random but would need to match some min-max value. When randomizing the citizens, there could be or not be a match making those events accessible or not.
Another way to make randomly generated content matter would be by using predefined randomly generated citizen. For example, in Newbit, the player has several colleagues, each with a unique job. Their appearances and gender are randomized, but their scenario unique citizen code is not and known in advance meaning we can use this code to make this colleague either a good friend or a rival, whatever their appearance is.
This mix of fixed and random content will make Glassix 2 fun to play and replay (At least I hope so!). I have not included all game entities not all game entity properties yet, only about 10-20% of the total of it I'm guessing but that should be enough at the moment. I'll add more as I create content for the game using those same editors as well as from players feedback if any.
All of this will require proper documentation and tutorials of course. I wanted to release a quick first tutorial for a basic talk event to show how to add some flavor when talking to NPCs but couldn't due to lack of time. I'll try to do so asap since it would be another good testing opportunity for me to test my own code. I did test it as much as I could this time around (did notice some bugs in v0.13 which have been fixed too) but with the code complexity, I wouldn't be surprised if some still escaped me.
As for new content, I'm afraid I didn't have the time to add any yet since both the choice and game entities features took me more time than expected so this version would only serve as a demo for creators to give a shot at the event Editor. I've also some stuff to say about v0.15 content but will keep that for another post coming soon as to not bloat this release post.
That's about it for now! I'd like to add an extra thank you for players reporting bugs, even if I don't fix them right away in the new version, I do (try) to keep track of the reports and fix them when I have the time as well as players suggesting how to make the game better (The new confirm panel comes quite handy like a player suggested, I forgot your name though, let me know if you read this!). I still have a few to fix in my backlog as well as some other QoL suggestions which are pretty good ideas so don't hesitate to report or give feedback on how to make the game or UI better!
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