A tree would be possible but complicated with lots of verifications to do for each cards. But maybe players would be more familiar with such a display. I'll keep this idea on my todo list but will have to focus on more urgent matter at the moment
I'd need to see your player.log file, without it, I don't know what's causing the problem.
"C:/Users/<user>/AppData/LocalLow/Gaweb Studio/Glassix 2/Player.log"
Need the player.log to see errors.
"C:/Users/<user>/AppData/LocalLow/Gaweb Studio/Glassix 2/Player.log"
Need the player.log to see errors.
"C:/Users/<user>/AppData/LocalLow/Gaweb Studio/Glassix 2/Player.log"
I've coded Glassix 2 to be fully customizable (only characters models and clothes can't be modified since they come from Daz with specific morphs) but here is the list of game entities you'll be able to mod:
- Actions (The buttons you can see in the slot bar in the city interface)
- Attributes: Shouldn't be really needed but it's possible to add new attributes for specific skills or spells
- Skills: Add new skills to the game. The game will contains lots of hooks which will allow you to plug you new skill to specific hook. For example, you don't like how slow ou gain skill points? Create new spell, plug it to the skill_point_gain hook and make this skill give you 500 flat XP point each time the hook is called. There will be a hooks list to let modders know what they can interact with in the game.
- Spells: Add new spells to the game. Same as skills, you'll be able to add new spells to interact with the game and its hooks. Though there will obviously a limit as to how much you can interact/affect. But with modders suggestions, I'll be able to add more hooks throughout my code so more and more stuff can be modded.
- Businesses & Jobs: Create your own business and their job careers path with their salary, schedule, skills requirement and other promotions path.
- Schedules: Each job has its own schedule and you can add your owns. Select when citizen need to work, sleep, are at home or will be outside playing around.
- Characters: Add new skin textures (though it might be complicated) or just simply add new detail layers, such as moles, scares, tattoos and so on which can be added on top of the skin, up to five layers. Also handles make up textures.
- Character templates: Glassix 2 generic characters are not completely random but uses a template which gives core information about the character shapes and textures to add then add some variations between a min and max to some body parts. This is to avoid fully random atrocities and keep a logic of ethnicities. Currently, the game use Caucasian A, African A and Asian A and adding more templates will reduce NPCs twins chances.
- Clothes: Create new textures based on the existing ones for each clothes. Clothes handles transparency and up to 5 layers of textures so it means from one model, you can actually create a large collection of unique designs. For example, you could make the sleeves of a shirt transparent to make it sleeveless. Or even cut the bottom part to make it an underboob shirt. Or make holes in the texture to get a ripped version. Or add a layer of dirt texture to make dirty. Or add a layer of shiny stripes to make your cloth emissive and lit like a neon in the dark. Each layer handles its own texture, normal map and emissive map and stack with additional layer.
- Outfits: Once you have your clothes done, you might want to make specific clothes combinations to keep it fashionable, that's where outfits comes in. In game outfit are not completely random but takes an outfit core then add variation based on the creator decisions (for example, have specific clothes colors for the top, skirt and boots)
- Infrastructures: Add new buildings or infrastructures models (low poly, for the city interface) in the game with their textures. Here again, 5 layers of textures are stackable. Specify the width and length so the game knows how big they should be in game (Game uses real meters references).You can also add emissive layers which will light the windows at night or have neon signs on your strip club billboard. It's not limited to building, you could add parks or mountains to the game if you feel like it. And design its inner locations structure. For example, when you add a new house, you need to indicate which rooms will be accessible such as living room, bathrooms, bedrooms and so on. Similar to Glassix when you entered a house and had travel icons. One infrastructure can handle several designs at once. You could have a model be a 10 floors building with each floor having 4 apartments of 100 square meters each, or have a design of the same 10 floors building with each floor having 20 rooms of 20 square meters each. The outer appearance would be different too then when you create the city, simply select which outer design and inner design you want and add as many of this building as you want.
- Locations: Add new rooms and locations in the game, be it indoor or outdoor. 5 layers of textures too, but higher res this time. In the future, you'll also have to place doors/exits to connect rooms. Similar to infrastructures, you'll create several designs for the room with the furniture disposition. So a simple square room could be use as a bathroom or bedroom depending on the walls textures and furniture you placed inside.
- Furniture: Add you own 3D models of furniture to the game too and hook specific actions to them which will allow citizens to interact with them. Add a new chair and add a new sitting actions so citizens can sit on it and select which sitting animations should be used. And of course, if it can be used for sex, add which sex positions are allows, like sitting handjob, sitting anal and so on...
- Maps: Create your own cities (or maps, it could be something different from a city depending on what infrastructure you fill) and fill this map with citizen: Some will be custom cards you created and for other, it'll be filled semi randomly. For example, you want one building to only contains 20-30 years old hot girls for some unknown reason? Sure you can, the game offers specific filling conditions for each building or residence.
- Scenarios: Create your own scenarios with specific goals or following specific characters. You could technically reproduce Glassix 1 into Glassix 2, or any other game you want. How about Summer Time Saga?
- Events: Add your own events to the game and have characters interact with other. Shows camera angles, change their animations or trigger specific sex animations too. A complex event editor will be added to the game later on to give you control of lots of different features, Glassix style.
- UI: Don't like the current game UI images? Create your own! Change the icons for skills, spells and more. Currently can't change element position but that's something I'd like to look into later on. Having a christmas, easter or halloween theme would be nice.
- Online sharing: Once you've created all those previous entities, share them with other players directly in the game! You'll be bale to upload files to my server and those files will be downloadable by any other players. There will be a rating and tag systems so that your new content can be rated and tagged to make it easier to find good quality content or content matching your taste. Or if you don't feel safe sharing using my server, simply zip your mod folder and share it on your favorite forums or websites.
That's about it at the moment. Most of what I've described is already possible through XML files located in "Glassix 2_Data/StreamingAssets\Mods\<author>\<mod>" folder, albeit in a limited form at the moment. Later on, I'll add in game editors to add/modify each entities directly in the game without requiring knowledge of XML. This is the biggest reason Glassix 2 took me so much time to code so far with so little to show off at the moment, that's because I've been working on making it fully (almost) moddable. I'm hoping to reach a snowball effect at some point when editors are out so that content will be added faster and faster through player content. And this is also a reason I released it in such a poor state, because I need to make sure my code would work on players setup and there are already many problem which I want to fix first before developing the game further. I'd like the game to be as stable as possible.