Yes, though it might require some quirks for the Patreon version.
I can see the potential of the game and hope it would be better. Tbh it kinda reminds me of games like honey select which is created by the illusion company.
For starters, i think you should scale down the map to a few scene and places first to keep it tidy. It is very confusing now and you could help by highlighting the words in red and bold to indicate that is the next place the player need to go and adding a time to indicate when the class would start as the player hover over the venue.
Next i notice that the button icon are hard to see because i would like a time skip forward function (I do have a subtle color blindness u.u).
Finally, i think the camera is wonky and it would be better if you added a button to reset the camera angle.
I am looking forward to the development of this game because i really like your first game. Hope you can consolidate what you have currently and experiment more on what mechanics you can implement in a scene.
For the scale, I think it's already quite small enough, only 3 buildings
Though they do contain lots of locations. But lots of copy/paste such as apartments, like in real life. I'll add better ways to track girls of interest though, such as the Devil's tracker spell from G1.
You can skip time with the top right icon. The game uses a slotbar feature which will allow to add custom actions and since your suggested it, I could add the possibility to add some skip time actions so players can select their own quick skip time actions and add a few default which could be removed or changed.
For the camera, it could use some work indeed, even more inside locations where I didn't update the movement speed yet. Will fix it in v0.8.
Thanks for the constructive feedback, that's really helpful
The game as of now has a few issues (not the models). I am playing on Medium, W10.
The game lags a little bit, nothing too huge, but if there were more people in a single area, it would be really bad.
Loading an area takes a lot of time for the first time. I would prefer waiting a longer time once when loading the scenario, which would pre-load all areas, models and so on, so I could visit new areas easily.
When setting up the character with skills, the Confirm button is basically hidden. Could you make it more obvious where it is? It took me longer than it should to find it.
The view outside of the windows is bleak and empty. Could you please add some scenery when pointing out of the window?
The rooms themselves lack any charm, like paintings, cupboards,...
The log background being whatever is behind it is making it difficult to read.
Mouse wheel does not zoom the camera as expected and the camera is incredibly sensitive. Please add a slider for the camera sensitivity.
Due to lighting issues, sometimes it is difficult to find a person.
Also, one of the "default" character skin colours is bright red. I just find it funny. Perhaps they are angry, had an issue with a paint mixer, did not put the sunscreen on or they are aliens, who knows
All in all, I like the game, even with all its unpolished areas. I hope you finish Glassix soon, so you can fully focus on Glassix 2. Good luck with your projects, I will
You're right about load times. That's what I've been focusing on in v0.7 which will go public soon. First, I've reduce textures to 2K down from 4K. After learning more about it, 4k is simply not affordable for a project such as Glassix 2, too many textures to load.
For the confirm button, it's been mentioned indeed, I'll try to change that.
For the view outside, it was also suggested to simply keep the low poly city map. Since the buildings and locations having matching scales, it's possible to do but complicated to position. I'll keep that on the todo list but not a priority at the moment.
For rooms content, that's true too. There will be more stuff in that once the game is more advanced.
For the camera, it'll be fixed indeed.
For lighting, that's another big chunk of planned upgrade. Currently, there is no global illumination which makes everything looks quite flat. I'm working on that but it's quite a complex topic so it takes time to fix it.
For the bright red, I was surprised too, another players showed a screenshot with such a character. I'll have to look into it, maybe just a typo in the list of available skin colors for NPCs templates
Thanks for the constructive feedback, that's really helpful
Unsure how useful this will be to you, but late last year I fiddled around a lot with getting G8 models and assets into Unity. There's mostly pretty good tutorials for building out skin shaders, but hair shaders weren't really possible for my level of skill. Best ones I found for Daz models was a package called Lux URP shaders (assuming you're using URP). I used Hair Tool (by bartosztyperek) to convert and simplify G8 hairs and then import them to Unity ready assets. Worked reasonably well for eyebrow / beard / pubic hair models, although hard to get them below about (IIRC) 15k polys for full hairs converted from Daz assets. In the end I got pretty much everything working - a fully converted G8 with hairs, morphs, shaders, etc. but ran out of steam creating animations.
Unfortunately, I'm using HDRP and couldn't find a proper hair shader yet. I have a few hints to make it better but will take time.
I'm a bit conflicted regarding the hair tool you mentioned. Glassix 2 uses lots of morphs imported from Daz and decimating hair models often leads to horrible results when morphing later. Do you export morphs in your game?
Feels to be more a game maker or model maker then a game. It is nice and ambitious to build an amazing kitchen so players can cook in it, but the majority of players want to be served a meal instead.
Indeed. Those early versions were mainly released to get stability feedback which will be crucial considering the scale of the game. v0.7 heavily focus on texture optimization following players feedback. I want to have a strong foundation for the game before adding too much content. At the moment, it's only a few H content here and there in the latest versions but once the foundation is more stable, I'll be able to focus more on actually story and H content.
i m gonna be rude, but damn those models in the preview are ugly. even the lab rats 2 autogen ones look better . are you trying something new? sometimes less is more we don't need 80 uncanny valley looking characters 10 human looking ones is fine. the sharon mercer pic is "i will haunt your dreams" bad .
love your work btw played lab rats lab rats 2 and glassix. stay strong we believe in you.
Yes, I've been working on improving the textures and shaders. It's better in v0.7 and if I have time in v0.8, I'll be able to add the global illumination feature which should greatly increase the visual quality. I'll have to update the preview images since they are already outdated actually.
K so 2 issues, one is you can't remove their clothes in editor so you can't see most of what you're editing and two, when you click the skin tone selector the color bar appears and won't go away and blocks other settings.
For point 1, it'll indeed be added in a future version. For the color select, it can hide it with a right click. I'll have to add a tutorial for editors.
You can say the models are fine all you want but the simple fact is that NO ONE thinks they look good. Daz3d alone is the reason why everyone laughs at western porn games. Feel free to keep trying to paint those turds with lipstick though while everyone ignores the fact that this game has almost nothing to do with the first Glassix.
I personally like the models. Daz models are sexy as hell, better than Illusion models in my opinion. It's just a matter of taste. You say "No one likes them" simply because players only comments here when they have negative things to say about the game. The one who find the models nice won't take the time to drop a message here
I also talked previously about how shrinking the problem to "I don't like the models" does not work for 3D since the final result is actually a combination of 3D model, textures, shaders and lighting. Out of those 4 points, 2 come from Daz and are the best you can find online (models and textures) while shaders and lighting are on Unity's side. I've been working on the shaders but since it's quite complex and I'm new to this, it takes time to find the good balance. As for lighting, there is only basic lighting in the game at the moment which makes everything looks flat and dark. This is another big chunk of work which will greatly improve the visual quality of the game once I add it.
Does the PC keep dying when you try to do camera rolls or has it been fixed?
This was the focus of v0.7 I've reduced textures to 2K and I've also channel packed lots of textures which should greatly reduce loading time. Let me know how b0.7 runs for you once you can pay it, that would be helpful. Thanks
error help
Error loading location: "Object reference not set to an instance of an object
---
Stack trace :
--- at LocationModel.InitSlotBar () [0x000f5] in <acdd24f224874af38594f33d4b035bc4>:0
at LocationModel.OnMaterialsLoad (TriLibCore.AssetLoaderContext assetLoaderContext) [0x002f0] in <acdd24f224874af38594f33d4b035bc4>:0
at TriLibCore.AssetLoader.FinishLoading (TriLibCore.AssetLoaderContext assetLoaderContext) [0x000a5] in <acdd24f224874af38594f33d4b035bc4>:0
at TriLibCore.General.ContextualizedAction`1[T].Invoke () [0x0001b] in <77fa3a562193491c80f5e69f1ae8b6f5>:0
at TriLibCore.Utils.Dispatcher.Update () [0x00020] in <77fa3a562193491c80f5e69f1ae8b6f5>:0 "
I think there was some missing assets in a recent patch. You might want to wait for v0.7 to go public to try again.