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Unity Glassix 2 [v0.15.0] [Gaweb Studio]

1.00 star(s) 1 Vote

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
597
656
1920x1080 - internet say it's 1080p full hd. =)
(text color scheme also need to rework). i will look forward for text update.

Will the tag list from part 2, even if not in everything, at least in many ways coincide with the list of tags from the first part of the game? i mean pregnancies etcetera or kidding of that sort will gone to lethe (al girls all time be on the pills or infertile)?
Ah, that's why. I've been playing with the UI scaling in the Unity editor and there are indeed issues with lower and higher res. In 2K it's OK, other that that, it's a mess. I'll look into it.

For the content, yes, it should be like G1, even more. For example, pregnancy will be fully playable, I do have the pregnancy morph on the girls so you'll see the belly getting bigger through the months and of course, some spells to control the speed or lock it if you wish. I also have aging morphs on the character, meaning if you play several years (there will be some quick button to reduce grind and focus automatically on characters to raise obedience and affection for players who wish so), you'll see the skin starting to sag. And of course, some spells to control this and reverse aging to, restoring grandma back to full youth. There's also the possession spell which will give you full control of the character unlike in G1 where you only had basic events, here you'll be able to play fully as the NPC possessed and ruin his/her life if you wish so :D

A lot planned so. Less time to work on it those last months due to drop in support but I'll get there eventually.
 

ramvivat

Engaged Member
Jun 28, 2022
2,875
1,672
Ah, that's why. I've been playing with the UI scaling in the Unity editor and there are indeed issues with lower and higher res. In 2K it's OK, other that that, it's a mess. I'll look into it.

For the content, yes, it should be like G1, even more. For example, pregnancy will be fully playable, I do have the pregnancy morph on the girls so you'll see the belly getting bigger through the months and of course, some spells to control the speed or lock it if you wish. I also have aging morphs on the character, meaning if you play several years (there will be some quick button to reduce grind and focus automatically on characters to raise obedience and affection for players who wish so), you'll see the skin starting to sag. And of course, some spells to control this and reverse aging to, restoring grandma back to full youth. There's also the possession spell which will give you full control of the character unlike in G1 where you only had basic events, here you'll be able to play fully as the NPC possessed and ruin his/her life if you wish so :D

A lot planned so. Less time to work on it those last months due to drop in support but I'll get there eventually.
ehe... it will be like global project, like kenshi =)
i wish you success =)
 

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
597
656
New PUBLIC version 0.14 out!

Changelog
  • 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 update adds the choice feature to the event editor which will allow me to create proper events and branches given choices to the player, leading to the usual good or bad endings. No new content I'm afraid but a necessary step to give the best tools to create custom content easily.

Enjoy!
 

XulOnTuesday

Member
Aug 7, 2022
199
236
I just played through what's here, and I have a couple of suggestions for near-term development.
  1. The camera is too impersonal. It is too far back and is far too controllable.
    • The camera should follow the MC, and the MC should be what's controlled. There's a reason the "Main Character" is also called the "Player Insert". The MC is the point at which the player interacts with the world, including looking at it.
    • Try to keep the camera inside the room, so it doesn't look like the room is floating in space.
    • I think a fixed-location pivoting third-person camera would give the most flexibility, and wouldn't kill suspension of disbelief if it changed location for a sex scene or other interaction. It would also allow for click controls.
    • This change may be the biggest impact per effort change you can make (I've attached 2 screenshots, the closer one is far more comprehensible).
  2. Controllable character
    • I know this is in the cards, but you should prioritize getting something out soon.
    • Click controls would be "easy". Double-click on a ground location to have the MC teleport there. Leave necessary features like "pathing" and "collision" until later.
    • Let time be stopped when teleporting around a single room.
  3. Navigation
    • I know nobody liked it in Glassix 1, but navigating using doors would help ground the character. Double-click doors to go through them (don't remove map navigation, though!).
    • Make the map abstract 2-d, at least for now.
    • Have navigation start from your current position instead of from the top level. It takes 4 clicks to go next door.
    • Give an option to pass time without going to the map.
  4. Interaction
    • People should be outlined when hovering over them with a spell or something.
    • Broaden the "Talk" interactable to the entire person, instead of just their head.
    • Limit interaction to people within a certain radius of MC.
  5. Intro
    • Don't force people to fast-travel to the office. Either start them there, or let people into the sandbox early.
 

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
597
656
I just played through what's here, and I have a couple of suggestions for near-term development.
  1. The camera is too impersonal. It is too far back and is far too controllable.
    • The camera should follow the MC, and the MC should be what's controlled. There's a reason the "Main Character" is also called the "Player Insert". The MC is the point at which the player interacts with the world, including looking at it.
    • Try to keep the camera inside the room, so it doesn't look like the room is floating in space.
    • I think a fixed-location pivoting third-person camera would give the most flexibility, and wouldn't kill suspension of disbelief if it changed location for a sex scene or other interaction. It would also allow for click controls.
    • This change may be the biggest impact per effort change you can make (I've attached 2 screenshots, the closer one is far more comprehensible).
  2. Controllable character
    • I know this is in the cards, but you should prioritize getting something out soon.
    • Click controls would be "easy". Double-click on a ground location to have the MC teleport there. Leave necessary features like "pathing" and "collision" until later.
    • Let time be stopped when teleporting around a single room.
  3. Navigation
    • I know nobody liked it in Glassix 1, but navigating using doors would help ground the character. Double-click doors to go through them (don't remove map navigation, though!).
    • Make the map abstract 2-d, at least for now.
    • Have navigation start from your current position instead of from the top level. It takes 4 clicks to go next door.
    • Give an option to pass time without going to the map.
  4. Interaction
    • People should be outlined when hovering over them with a spell or something.
    • Broaden the "Talk" interactable to the entire person, instead of just their head.
    • Limit interaction to people within a certain radius of MC.
  5. Intro
    • Don't force people to fast-travel to the office. Either start them there, or let people into the sandbox early.
For 1 and 2, I didn't plan to make the player controllable actually, since time is stopped in the room, it didn't make much sense plus like you said moving and pathfinding are a hassle to handle but I see your point, I'll see what I can do about it. Itm ight be tricky for not squared room though, like the livingroom.

For 3, that's already done in v0.15 ;)

For 4, you're right, I had issue with multiple colliders at the time but it should be fine now, I'll look into it.

For 5, this tutorial is supposed to introduce the navigation system and how to move from the city map to a location either from the action bar or the map building so I still think it's better to guide the player at first. Tutorial is optional so player can simply start a Free mode game if they want sandbox right away.

If I may ask, which graphics settings did you use playing the game? Was the game smooth while playing and how were the loading times?

Thanks for the feedback ;)
 

XulOnTuesday

Member
Aug 7, 2022
199
236
For 1 and 2, I didn't plan to make the player controllable actually, since time is stopped in the room, it didn't make much sense plus like you said moving and pathfinding are a hassle to handle but I see your point, I'll see what I can do about it. Itm ight be tricky for not squared room though, like the livingroom.

For 3, that's already done in v0.15 ;)

For 4, you're right, I had issue with multiple colliders at the time but it should be fine now, I'll look into it.

For 5, this tutorial is supposed to introduce the navigation system and how to move from the city map to a location either from the action bar or the map building so I still think it's better to guide the player at first. Tutorial is optional so player can simply start a Free mode game if they want sandbox right away.

If I may ask, which graphics settings did you use playing the game? Was the game smooth while playing and how were the loading times?

Thanks for the feedback ;)
I play games from here in Windows Sandbox, so my experience is in no way representative. Everything was default; it looks like "low". Changing settings to "high" doesn't change much that I noticed.

The game was jerky, but that was mostly fighting the camera. There was some physics pop-in, where everybody's boobs go crazy for a split second.

The loading times were about 3 seconds on the high end. Turning on texture caching helps a lot.
 

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
597
656
I play games from here in Windows Sandbox, so my experience is in no way representative. Everything was default; it looks like "low". Changing settings to "high" doesn't change much that I noticed.

The game was jerky, but that was mostly fighting the camera. There was some physics pop-in, where everybody's boobs go crazy for a split second.

The loading times were about 3 seconds on the high end. Turning on texture caching helps a lot.
I think settings is low by default indeed. I didn't pay too much attention to the differences in settings between low, medium and high, it's mostly Unity's default at the moment but I've started looking into it and there are a lot of visual effects which do add FPS drops which I'm not sure are disabled at low settings which could improve performance on low end computers, I'll have to test more. Some other effects also don't seem to add much in high settings while still adding FPS drop for unknown reasons so another thing to look into. Overall that's another time sink though necessary if I want to optimize the game properly long term.

What do you mean by fighting camera? For the boobs, you're right, it seems to do that when I enable the boob physics after loading the character, dunno why, I'll have to fix that too.

Texture caching does help indeed, the only issue is that is it currently does keep all previously loaded textures in GPU. Since the map is small at the moment and I don't have many textures yet, it does help a lot but long term, I'll have to keep an eye on the cache size since there will be much more clothing options, makeup options too, more furniture, location and stuff... I guess I'll have to unload textures not used for long time, meaning another manager to keep texture use time and unload them easily. So many things to keep an eye on :x

Thanks for the feedback!
 
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youraccount69

Engaged Member
Donor
Dec 30, 2020
3,395
1,363
Glassix2-0.14
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Pif paf

Engaged Member
Jr. Uploader
Feb 5, 2018
2,813
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Current version doesn't have much content but complex features are involved. This version will allow me to get feedback on performance, UI design and suggestions. Feel free to contact me here, on Discord or email.
och, well, waiting waiting waiting...
 

dexxinax

Member
Aug 4, 2019
126
107
I welcome the change XKimky that the Dev is messing with a 3d engine, rather then 2D world. you cant look at glassix & this in same light. its clearly not the same.
 

Junkbom

New Member
Apr 10, 2017
8
3
i know graphics isn't the focus for this project, but damn. there has to be a better happy medium. a solo dev can make something cohesive and appealing without it being super high tech or super labor/art intensive. i hope dev finds that cohesive style for themselves at some point.
 
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wwxx

Newbie
Aug 22, 2017
37
27
well, for years it seems that devs still could get the real point. For 3D game, there is already LifePlay, very free-style with low quality 3D graphics like a 2000s game, and we can see Lifeplay finally abandoned when the AI-CG comes.
 

dexxinax

Member
Aug 4, 2019
126
107
well, for years it seems that devs still could get the real point. For 3D game, there is already LifePlay, very free-style with low quality 3D graphics like a 2000s game, and we can see Lifeplay finally abandoned when the AI-CG comes.
AI CG gonna really F the industry honestly more sh8 games then good are gonna be pumped out.. When UE get AI assistant already is but real 1 understands U.E. oof Endless sh8 games on auto pump out..
 

retardo

Member
Sep 17, 2017
413
1,233
I welcome the change XKimky that the Dev is messing with a 3d engine, rather then 2D world. you cant look at glassix & this in same light. its clearly not the same.
Why am I not allowed to look at the sequel to a game in comparison to the original game?
 

miawang

Newbie
Sep 10, 2024
24
39
i know graphics isn't the focus for this project, but damn. there has to be a better happy medium. a solo dev can make something cohesive and appealing without it being super high tech or super labor/art intensive. i hope dev finds that cohesive style for themselves at some point.
I mean to be honest, just looking at the UI, you can see that the dev has no eye for visual appeal (or UX). He's probably just really good at coding. A game like this could've maybe even been text based, but looking at the UI, I doubt it would've been better.
 
1.00 star(s) 1 Vote