I said to myself "I'm not going to get discouraged because the game is ugly and I'm going to try it" and then I have encountered the first problem: My PC is not capable of supporting Unity models
when the "fully customizable 3D character" looks like wet dog shit...yes, that's exactly what I would say. Please come back for a discussion when you get glasses and can see better.Uhm. Unity can do stuff Ren'Poo or the old Glassix runtime couldn't ever even dream of. Everythiung they can do, Unity can do 10 times faster and better, and it can do 3D. You're saying that a static image is better than a fully customizable 3D character?
Please come back for a discussion when you have screwed your head on right.
Boss, I promise I really want to play it. But you still have to put some "minimum system requirements" in the title description, to know if the crash on the loading screen is due to poor optimization or because my PC is a potato.I think most replies about ugly characters are confusing some things.
To make it clearer, there are 4 main aspects related to a 3D model: the model itself, the shaders/materials/textures, the animations and the lighting.
The character models themselves are fine. They have good proportions, they can be plump or thin depending on how we design the character. Faces can be shaped to (mostly) whatever you want. And they also have more polygons than other competitors so you can't really find better alternative models out there, except going Genesis 8 or 9 which would increase the poly count even more which is already high enough to my taste. If you don't like the girls in the picture, you need to understand this is just one possible face among thousands of other possibilities.
Materials could get some work but even in the current state, I still think it's adequate enough for a porn game. In high quality, textures are 4k, come from Daz themselves and up close, have a good realistic feeling, at least good enough to my own taste. The exception is the current hair and beard shader which needs some work but I already tried several hair shader without satisfying result so I put that on stand by until I get more familiar in the topic.
Animations is another important aspect to give character a life like feeling and obviously, I didn't spend much time on it yet. But proper animations will be added in the future and we'll have a better feeling of the characters, like goth girls brooding, airhead smiling happily and so on.
Lighting is another important aspect which would improve the realistic feeling and which I've already put some work in it. Having light behave more closely to real life would increase the visual quality. And it'll come too in the future.
So overall, there IS a lot of work to put into the game to improve the models indeed but all the replies about ugly models are off the mark and don't blame the correct aspect of the ugliness. The models are fine, you can change their shapes to something closer to what each player wants and textures are already the best you could have on the market. The rest needs some work indeed and it will be improved in the future.
Comparing 3D game models with 3D renders makes no sense either. If you're expecting 3D renders quality in a 3D porn game, you might have to look elsewhere. Glassix 2 is designed to be a REAL adult sandbox simulation game where you'll be free to do whatever you want and control the world and characters around you. You can't expect it to have the same visual quality as other 3D porn games which focus exclusively on 1 porn scene with super high quality model girl because first, I'm new to this and learn everything on the fly so there will obviously be lots of rookies mistakes, second I work on that alone so I can't master every aspect of game development, third, I'd rather have an interesting gameplay with average models than a boring gameplay with super nice models. You already have lots of adult games with super nice models out there on F95 so feel free to go play those instead of Glassix 2. I find the models fappable enough myself and that's enough for me. The main point of releasing the game this early was not really to get feedback about how ugly it is but more about performance, UI friendliness, making sure Unity addressable system was working properly to allow a low weight patching system, checking possible read/write permission issues on the mod files (because Glassix 2 will be massively moddable in the future, adding you own buildings and locations, another huge aspect most of players here don't realize yet because it's not introduced properly yet) or other problems coming with a 3D game of this scale and there were already a lot of reports which have been fixed and were better of fixed earlier rather than later.
So anyway, having feedback is always welcomed but the "ugly graphics" has been dully noted however the 3D models will stay. Shaders, materials, animations and lighting will be improved in the future. There also some post process effects I could adjust to make it "shinier", like Illusion games are doing (Hello Bloom max power!)
Now for players who complained but would like to help, here is a suggestion: How about you try to play with the Appearance editor in game and see if you can create a girl which would fit your taste? You could then send me a picture of the result which I could showcase here or even share the Appearance card. If whatever you create in the Appearance editor is not to your satisfaction, then I'm afraid Glassix 2 won't be up your alley then.
For travel system, first, there will be an update to navigation so we can move between locations by clicking on doors directly, like in Glassix. It will also be possible to tag favorite locations and drag them to the action bar for quick access, just like the "Go to work" and "Go home" current actions.I like the idea of a moddable game that people can expand upon as they please. I'm really excited for this and looking forward to how it comes along.
That said, the travel system feels clunky at the moment. Having to go out to the world map in order to click on the building the MC lives at, then their apartment, and then the bathroom to move from the MC's room to the bathroom, for example.
The camera controls are also an issue. I kept wanting to use WASD for moving the scene around but it does nothing. Then, when using the arrows, left and right work as expected but up and down zoom in and out, leaving me with no way to move forward and backwards. I feel like the zoom should be left to the scroll wheel on the mouse.
Also, for some reason, there was floating hair in the middle of every room.
Thanks for the detailed feedback. Regarding camera issue, I did get some reports about it and it did happen to me during testing too. I'll investigate this. As for controls themselves, they should be explained in the help menu. I might add the explanation on first launch though so it's clearer. But you can zoom with mouse wheel of course. Right click to toggle camera. While active, hold left click to move around and zoom with mouse wheel. Right click again to disable camera.I initially agreed on the resounding failure of the visuals but the targeted details of the models by Gaweeb got me to look again and, sure enough, I think my explicit issue is with lighting and environment, which are tackle-able issues I think. The mention of modding is attractive so i downloaded to actually see what was going on.
The control scheme does seem to change between outside of event and inside of event. The camera comes very zoomed out and there is no "legend" for controls i could find. There also doesn't seem to be an "options" area for things like resolution and control scheme, this looks like something that could be supported by gamepad, for example. I ran into an unfortunate soft lock very quickly. The mouse was locked to pure camera control on the second zone of the first scenario and I could not advance the dialog via mouse click. I tried all the usual suspects for attempting to advance dialog with keyboard but to no avail. I hit escape to try to "undo" whatever command might have locked the mouse and it caused the player/camera to leave the building, Lockouts prevented me from re-ntering the building. Option lockout prevented me from using any of the control buttons including the one that would have allowed me to exit. Lockout was controlled by the event which i could no longer advance. I believe this was caused by my clicking on the scene to advance dialog (arbitrary mouse position) instead of the dialog box but there was no way to recover from this mistake to my knowledge.
I am a big fan of the expected flow of the game in this rogue like manner, earning meta currency for permanent upgrades to run scenarios again, so you can enjoy alternate paths without grinding every single time or harming the game flow with cheats. I have a ryzen 7 5000 series processor and a 1070ti on an NVMe drive and 16gb RAM so it's not the best but not the worst however first load of models drew them naked then added clothes by layer slow enough to see the process. Looking forward to more aggressive caching but this is already riding 9gb of RAM, I'm not sure how much more overhead is available. I would really like access to some kind of UI scale. I would have also expected having the option to leave the game, save or no save, whenever i want. I don't think it's good practice to remove that button/option ever on 3D games in development.
The second attempt ran through the initial scenario in, what I would expect, is a fully expected manner. I encountered no crashes. I find the default position of the camera on start of scenario is outside the stage on every stage change. The control change went from the one a prior poster mentioned where the closest thing to a zoom was the forward arrow to the one Gaweeb mentioned in a post. There are clothes clipping issues where under garments are drawn over outer garments when the females are wearing a skirt. A precise way to track relationship and obedience for the generated characters would be welcome(edit: it took me a moment but the atlas was exactly what i was asking for already). I'm not sure the characters should eye track the camera. Scenes that include the "outside" of buildings would help build scenarios
Otherwise, I do enjoy the concept of being able to freely address anyone in the room using the model instead of a menu. I actually kind of like the navigation menus but only if the scenarios are populated enough to not make the world feel empty except for a select few rooms. I felt like being able to tell a little bit about where someone was in glassix one wasn't so much a luxury as it was a necessity in a world that cost resource to move between spaces. Maybe it could be a hint as to a person's schedule at least to straight up, see through walls, gps at best but you gotta have something(edit: it took me a moment to find but the atlas is just the thing i was looking for to start with). This is everything i noticed on the first load of the game. Do something with the lighting sooner rather than later, though, please. Will subscribe for good lighting.