Unity Glassix 2 [v0.11.0] [Gaweb Studio]

InnocentKiss5

PassionateWeeb
Donor
Jan 13, 2020
237
344
Hey guys,

Glassix 0.7 PUBLIC is out!

Changelog
  • Channel packed hair, skins and eyebrows textures to reduce GPU and memory consumption
  • Max texture size is now 2K, down from 4K
  • Updated furniture, locations, buildings, outfits, hair and skin shaders to work with channel packed textures
  • Added outfit menu in Appearance and Biography editors
  • Added 5 new female tops, 3 being exclusive patron content
  • Added 4 new female bottom, 2 being exclusive patron content
  • Added 2 new female panties, 1 being exclusive patron content
  • Added 1 new female boots exclusive content
  • Added 1 new male shirt
  • Added 1 new male pant
  • Added 1 new male shoes
  • Added 6 new female hair styles, 3 being exclusive content
  • Added 6 new male hair styles, 3 being exclusive content
  • Added new game menu to unlock exclusive content through unique codes
I've been focusing on optimizing the game for low end spec even more here. Textures are now 2K max and channel packed to reduce number of textures.

To any previous tester such as Paintbrushdante Banschi who tried an earlier version and had problem with memory and GPU, could you give this new version a quick shot just to let me know if the game loads faster now and transitions between rooms are faster too? I already got some feedback it helped but I'd like a wider range to make sure.

I've also started to add a few Patron-only assets, nothing much yet, a couple outfits and hair. Just to give players an incentive to support the game and reward patrons a bit more. I plan to keep the volume low, there are still plenty of free asset planned.

Due to summer vacation, there was no new version in July. v0.9, to be released at the end of August, will focus on Free mode where you'll be able to inject your own custom characters in the city and play without a specific goal and I'll add some more varied daily life animations to make the character look more alive and different. If times permit, I'll also try to work on the global illumination aspect to make models less blend.

Don't hesitate to give me feedback on this since it's quite helpful to fix bug or optimize asap. Thanks and have a nice day!
can I expect a android version sometime in the future?
 

bitsybobs3

Ultimate Torrent Dude
Donor
Jun 13, 2021
3,570
2,010
Glassix2-0.7
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Banschi

Member
Dec 9, 2018
112
107
So i did try it (0.7) And it is serviceable.
Eats a loot of Ram .
GPU and CPU seem to be doing fine.
Overall it suns better than before.

Takes a few seconds to load room (depending on the amount of things( npc furniture) but noticable differences .
And furniture clips ( phase in and out)

Conclusion : It runs
 

SecretSal

Active Member
Aug 25, 2016
795
1,846
A little skeptical off the bat reading the term 'adult roguelike simulation'. My favourite roguelikes or roguelites are the ones where you can jump right back into the action with a little more understanding from your last playthrough. Problems with doing that here:

1. The game feels really cumbersome right now. Sure, my machine is showing its age, but even without that, UI/UX and game design has to be really slick to not let the player feel the burden. That's a challenge even with a full team working on it, for a solo dev, there's going to be some really heavy lifting to make it work.

2. In the games that I liked, most of the fun was in actually playing the game, so I didn't get that heated on a restart, because it was fun trying out different playstyles/weapons. In adult games, (for me at least) a lot of the fun is the leadup to getting a scene with the character, culminating in the payoff. If I have to restart a game or face a serious setback because of a choice I made when I had limited info at the time, I'm not going to feel as forgiving. And I don't think save-scumming makes for a fun playthrough.

I guess fundamentally, I have different expectation for regular games and adult games. For one, I expect a lot more polish for regular games, much finer balance for the mechanics, good pacing for skillup progression, and a fun core loop. For adult games, I mostly want engaging and immersive scenarios with some agency from the player. I mean, I would love an adult game with properly balanced mechanics, an engaging meta and narrative, but I haven't really seen any, so I have to lower expectations accordingly.

The one that comes closest is probably Sims with the adult mods added on, but you already had the framework of a AAA game to build on there, along with a massive modding community. Adult-focused games like 7 Sins, Singles and Bonetown felt pretty clunky in comparison.

And making a sandbox simulation feel engaging is such a huge task. Shit, even AAA studios fail at it on occasion, with all the tools at their disposal. I just think a bespoke experience works better in the indie scene, and especially for episodic releases. I tried Lifeplay a few times, and while the scope is awesome, I could never get connected to the world because of the detached procedural bits being very clearly stitched together.

Anyway, that's enough of me being a downer. I wouldn't have the resolve to attempt a project like this, and I trust that Daedolon has a lot more patience than I do. He's stuck with the original Glassix for ages, so that should be a good sign. Hopefully he can get it close to his vision.
 
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depechedNode

Well-Known Member
Oct 10, 2017
1,779
3,719
This one looks even more interesting and promising than the first one, with good usage of 3D, sandbox potential can be huge and very fun. Good luck to the dev.
 

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
So i did try it (0.7) And it is serviceable.
Eats a loot of Ram .
GPU and CPU seem to be doing fine.
Overall it suns better than before.

Takes a few seconds to load room (depending on the amount of things( npc furniture) but noticable differences .
And furniture clips ( phase in and out)

Conclusion : It runs
Thanks for the feedback. I forgot to ask but what Quality settings are you playing with? The game uses 3 settings, High with 2K texture, Medium with 1K and Low with 512. So I'm curious about which one you use to use as a reference for future optimisations.

Building a paywall a bit too early.
Not really. It's better to have such feature coded earlier than later when the code is even more complex. Plus the locked content is purely cosmetic and not necessarily the best in the game. Again, it's just an incentive for more support but players can enjoy the full content of the game without paying a single cent. If you consider such paywall so negative, how do you expect real adult game creators to make any money? Glassix 2 is not a visual novel where I can just pump story content (yet). I have tons of unique features to code which takes hours and days to organize and test which caused support to drop because most players prefer sex content than stupid features which are really playable at the moment. It's understandable and this paywall feature is here to reduce the loss a bit.

A little skeptical off the bat reading the term 'adult roguelike simulation'. My favourite roguelikes or roguelites are the ones where you can jump right back into the action with a little more understanding from your last playthrough. Problems with doing that here:

1. The game feels really cumbersome right now. Sure, my machine is showing its age, but even without that, UI/UX and game design has to be really slick to not let the player feel the burden. That's a challenge even with a full team working on it, for a solo dev, there's going to be some really heavy lifting to make it work.

2. In the games that I liked, most of the fun was in actually playing the game, so I didn't get that heated on a restart, because it was fun trying out different playstyles/weapons. In adult games, (for me at least) a lot of the fun is the leadup to getting a scene with the character, culminating in the payoff. If I have to restart a game or face a serious setback because of a choice I made when I had limited info at the time, I'm not going to feel as forgiving. And I don't think save-scumming makes for a fun playthrough.

I guess fundamentally, I have different expectation for regular games and adult games. For one, I expect a lot more polish for regular games, much finer balance for the mechanics, good pacing for skillup progression, and a fun core loop. For adult games, I mostly want engaging and immersive scenarios with some agency from the player. I mean, I would love an adult game with properly balanced mechanics, an engaging meta and narrative, but I haven't really seen any, so I have to lower expectations accordingly.

The one that comes closest is probably Sims with the adult mods added on, but you already had the framework of a AAA game to build on there, along with a massive modding community. Adult-focused games like 7 Sins, Singles and Bonetown felt pretty clunky in comparison.

And making a sandbox simulation feel engaging is such a huge task. Shit, even AAA studios fail at it on occasion, with all the tools at their disposal. I just think a bespoke experience works better in the indie scene, and especially for episodic releases. I tried Lifeplay a few times, and while the scope is awesome, I could never get connected to the world because of the detached procedural bits being very clearly stitched together.

Anyway, that's enough of me being a downer. I wouldn't have the resolve to attempt a project like this, and I trust that Daedolon has a lot more patience than I do. He's stuck with the original Glassix for ages, so that should be a good sign. Hopefully he can get it close to his vision.
Thanks for the detailed feedback! I'll reply in order:

1. Yes, the UI needs work. That's because UI is more on the artistic side than the coding side, and being a dev, I suck at it. If you have some suggestions to make it better, don't hesitate ;) My hope is that the game gets more support (reaching 3000$ monthly would be perfect) so that I can hire a designer to review all this. I'll need a few more months to get something worthy of such support but I'll get there eventually. Had to reduce my game dev time since support dropped (which is understandable since lack of sex content, but Glassix 2 will be so much more than a simple adult visual novel game) so it'll take even more time to reach a satisfying version but still... I'll get there.

2. I agree with you on this part. The point behind Glassix 2 being roguelite (not roguelike) is that you earn karma by playing the game and in between scenarios or free mode, you buy new powers making your next run easier or with more options. The game will also focus on community content where it'll be possible for players to create their own cities, characters and scenarios and share that with other players with a rating feature to find the most popular ones. So you shouldn't have a shortage of scenario to renew your experience. Technically, Glassix 2 could reproduce most of the other 2D and 3D games content out there. How about including a copy of Summer Time Sage in full 3D or move Glassix 1 to 3D? :D That's for the replayability part.
On the save scumming side, I'm with you too, I find this annoying however there will always be several paths in adult games stories, be good or be bad, not much we can do about that and I guess Glassix 2 will not be an exception. However since I have full control of the engine, I'll be able to code some interfaces to keep a clear view of all the available paths in one scenario, knowing where you're at and which one you already played before so that you can focus on the missed content only, kind of like a genealogy tree with all possible paths, highlight the current one, green the one played and grey the missing one. I've done something similar in Glassix 1 with the Events List interface and I'll make it even better in Glassix 2. You'll have all the conditions required for events, in order, to make it easy move on.
For procedural content, I'm with you too. Which is why I'm going with a mix of custom and procedural content. For example, Free mode will allow you to select a city and fill it with your own characters and their own relationship. Then the game will fill the rest of the city based on several parameters the players will be able to change, such as the density of the population, male/female ratio, age average, family/single ratio and so on. And once the Events Editor is coded (will take time though), players will then be able to add events for their own custom characters and create the stories, either linking that to a full fledge scenario, or simply as unique characters in free mode making the game a mix of custom and procedural content. Plus it'll also be possible to add more events for the procedural characters too, such as random encounters, work related stuff and so on.
I'm confident I'll be able to deliver most of what I say (there might be some aspects I might have to scale down once I reach the coding part if it becomes too much). It's just a matter of time ;) And no worries about the negative feedback, it's much more useful insight as opposed to several other responses here simply stating "Garbage game with garbage graphics" which doesn't leave much to discussion. Can't satisfy everyone anyway ;)

This one looks even more interesting and promising than the first one, with good usage of 3D, sandbox potential can be huge and very fun. Good luck to the dev.
Thank you for this ;) It'll take more time to reach a fun playable state but it takes time to code core features, I'm still missing important ones. But once that's done, the world building will come to life.

Is this thing functioning as anything more than a sandbox?
It's a mix of sandbox and VN.

is this game finished? since there is a Glassix 2 out already...
Glassix 1 should move on to v1.0 in next version, yes. It's only missing some images and a few bug fix but other than that, v0.79 already contains 100% of the content for v1.0.
 

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
Please give a warning when switching to biography editor that your character will be reset.
Hm, you have a point. Just to make it clear, you mean when you switch from Appearance Editor to Biography Editor, right?
 

slick97

Active Member
Dec 2, 2021
502
1,118
I'll give this a test later, but my biggest concern is seeing issues around performance when there doesn't seem to be any general FX work (or lighting) implemented. Additionally, the models seem pretty rough - which could just be a Unity issue - that leaves me skeptical of the future of this game unless they get cleaned up.



I've seen mention of Lab Rats 2 fairly often, and after seeing the similarities between the first and second entries for both games I can kind of understand it. However, the thing to keep in mind that if this game IS taking the approach of LR2, then it's framework is a built-in engine designed to allow for easy integration of new content and stories without requiring major re-writes or bizarre jumps that are present in linear VNs. It's future proofing where the dev can potentially upgrade the models later on to something more appealing when they have the budget.

The choice of using Unity for the game engine is an interesting one. I personally prefer Ren'Py solely due to the versatility offered by Python (just see LR2 code for an example). However, this could prove beneficial in the future since the dev will have access to the marketplace and purchase assets for in-engine rendering and easily upgradeable character models.


I'll definitely give this game a shot, but I'll be keeping an eye out in this thread to see if the dev follows through with implementing FX and upgrading character models. If those aren't present within the next few updates then I don't foresee this game taking off any time soon.


Note: I've attached a save file to this post that has all of the current skills maxed alongside maxing out the attributes of the player character. Drop the save in the following location:
. . .\
Glassix 2 v0.7.0\Glassix 2_Data\StreamingAssets\Saves
 
Last edited:

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
can I expect a android version sometime in the future?
No, this project is way too complex for Android/mobile.

I'll give this a test later, but my biggest concern is seeing issues around performance when there doesn't seem to be any general FX work (or lighting) implemented. Additionally, the models seem pretty rough - which could just be a Unity issue - that leaves me skeptical of the future of this game unless they get cleaned up.



I've seen mention of Lab Rats 2 fairly often, and after seeing the similarities between the first and second entries for both games I can kind of understand it. However, the thing to keep in mind that if this game IS taking the approach of LR2, then it's framework is a built-in engine designed to allow for easy integration of new content and stories without requiring major re-writes or bizarre jumps that are present in linear VNs. It's future proofing where the dev can potentially upgrade the models later on to something more appealing when they have the budget.

The choice of using Unity for the game engine is an interesting one. I personally prefer Ren'Py solely due to the versatility offered by Python (just see LR2 code for an example). However, this could prove beneficial in the future since the dev will have access to the marketplace and purchase assets for in-engine rendering and easily upgradeable character models.


I'll definitely give this game a shot, but I'll be keeping an eye out in this thread to see if the dev follows through with implementing FX and upgrading character models. If those aren't present within the next few updates then I don't foresee this game taking off any time soon.
I'm not sure how you can compare Renpy and Unity when it comes to 3D... Since Renpy doesn't handle 3D. For the rest, you're right, it'll take time, except for the models, I won't ever change them. I'm only going to work on lighting and shaders which need some works to improve the characters but other than that, the models themselves are good enough to my taste.
 

slick97

Active Member
Dec 2, 2021
502
1,118
*Appended text in red*

I'm not sure how you can compare Renpy and Unity when it comes to 3D... Since Renpy doesn't handle 3D.
Everyone understands that Ren'Py doesn't do any actual rendering, that much is done in Blender or other rendering software. The key advantage for Ren'Py is the Python-based engine that allows for complex systems to be in place without needing to render each scene every time a cell is loaded. However, I've tested the game a bit and can see that you actually created navigable 3D spaces rather than using image overlays, which makes complete sense why you chose Unity.

Some feedback:
- I'm not sure what settings Unity is changing when changing the graphics between low, medium and high, but there aren't any visual changes and yet my GPU (RTX 3060 Aorus Elite) ramps up from 40% - 50% usage to 60%- 70% usage. This should be fixed before you implement any lighting or FX since the resolution of the game seems to target 1080p.

- It's a pain to have to go back to the map to navigate between spaces inside a cell (i.e. travelling from bedroom 1 to the living room).

- The up and down arrow keys should be remapped to translating the camera forward/backwards parallel to the floor (see spoiler). (Note: this might be a bit difficult to implement unless you can find code that already performs the necessary math)
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- For future releases, it might be prudent to provide a "current location" column to the "citizens" tab in the "atlas" as some characters (i.e. sharon) do not always appear where they're suppose to at a given time.

- I personally would love to see a highlight/outline feature for when the cursor hovers over something that is interactable, such as a person or map location.

- Having intercourse with sleeping NPCs results in a weird state (see spoiler)
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- Some textures disappear at certain angles even when the camera is far away (see spoiler)
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As for some positive feedback:
- The separation of an appearance and character sheet makes it easy to create handcrafted citizens without feeling cumbersome or time consuming.

- The dynamic time advancement lends itself to some interesting playthroughs, especially with the scheduling system.

- The scheduling system for characters is an excellent feature, especially if some randomness is added for deviation in a given schedule (i.e. skipping work, taking bathroom breaks, clubbing, etc.).

- The scenario system is by far more interesting than the future free-roam option, especially if player-created scenarios are integrated well.

- The mod-ability centric design philosophy is also a huge pro, and it seems that you'll be providing quite a few tools to allow integration of player created assets which is a benefit.



Other than that, there isn't much else to say that you haven't already covered. I'm hoping the models improve in appearance with the introduction of lighting, but I'm honestly expecting Sims 3 level of quality when that happens (that's not a bad thing honestly). Additionally, I hope to see some progress with the systems outlined in the intro speech as that level of complexity hardly exists within adult games.

Best of luck! I'll pop in from time to time to see how the game is progressing :)
 
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Scorpio1971

Active Member
Jun 23, 2017
511
168
Gyz,I am having some issue deleting this game.It says "mono-2.0-bdwgc.dll" is open in another program,but I am not running any file from the game folder.Any idea how to delete this file?
11.JPG
 

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
*Appended text in red*


Everyone understands that Ren'Py doesn't do any actual rendering, that much is done in Blender or other rendering software. The key advantage for Ren'Py is the Python-based engine that allows for complex systems to be in place without needing to render each scene every time a cell is loaded. However, I've tested the game a bit and can see that you actually created navigable 3D spaces rather than using image overlays, which makes complete sense why you chose Unity.

Some feedback:
- I'm not sure what settings Unity is changing when changing the graphics between low, medium and high, but there aren't any visual changes and yet my GPU (RTX 3060 Aorus Elite) ramps up from 40% - 50% usage to 60%- 70% usage. This should be fixed before you implement any lighting or FX since the resolution of the game seems to target 1080p.

- It's a pain to have to go back to the map to navigate between spaces inside a cell (i.e. travelling from bedroom 1 to the living room).

- The up and down arrow keys should be remapped to translating the camera forward/backwards parallel to the floor (see spoiler). (Note: this might be a bit difficult to implement unless you can find code that already performs the necessary math)
You don't have permission to view the spoiler content. Log in or register now.

- For future releases, it might be prudent to provide a "current location" column to the "citizens" tab in the "atlas" as some characters (i.e. sharon) do not always appear where they're suppose to at a given time.

- I personally would love to see a highlight/outline feature for when the cursor hovers over something that is interactable, such as a person or map location.

- Having intercourse with sleeping NPCs results in a weird state (see spoiler)
You don't have permission to view the spoiler content. Log in or register now.

- Some textures disappear at certain angles even when the camera is far away (see spoiler)
You don't have permission to view the spoiler content. Log in or register now.
You don't have permission to view the spoiler content. Log in or register now.

As for some positive feedback:
- The separation of an appearance and character sheet makes it easy to create handcrafted citizens without feeling cumbersome or time consuming.

- The dynamic time advancement lends itself to some interesting playthroughs, especially with the scheduling system.

- The scheduling system for characters is an excellent feature, especially if some randomness is added for deviation in a given schedule (i.e. skipping work, taking bathroom breaks, clubbing, etc.).

- The scenario system is by far more interesting than the future free-roam option, especially if player-created scenarios are integrated well.

- The mod-ability centric design philosophy is also a huge pro, and it seems that you'll be providing quite a few tools to allow integration of player created assets which is a benefit.



Other than that, there isn't much else to say that you haven't already covered. I'm hoping the models improve in appearance with the introduction of lighting, but I'm honestly expecting Sims 3 level of quality when that happens (that's not a bad thing honestly). Additionally, I hope to see some progress with the systems outlined in the intro speech as that level of complexity hardly exists within adult games.

Best of luck! I'll pop in from time to time to see how the game is progressing :)
Thanks for the feedback.

Quality settings impacts the size of the textures with 2K for High, 1K for Medium and 512 for Low. Though I'm not sure it works for textures located in the mod folders now that I talk about it. I'll have to look into it, that could reduce GPU usage even more.

For navigation, using doors or exit points like Glassix 1 was also suggested by other players and it's possible to add but will take some times too. I'll add this as a dev milestone in the monthly poll release so players can decide the priority for development with other features.

For camera control, WASD should already work though they go relative to the camera rotation. Adding arrows for movement unrelated to camera orientation would indeed be a good idea for even more control. I also have to adjust camera movement with mouse depending on the zoom level since camera moves way too fast when max zoomed in.

Right again for the Atlas new column, current location. It'll be added. Plus a button to quick travel to there location directly from the Atlas to make it even more easy to move around. Though like Glassix 1, they might move somewhere else during the time it takes for you to reach them...

Good point about highlighting interactable stuff. Will see what I can do.

For the sleeping bug, I'll look into it.

For the stuff disappearing, this is not a bug. It's an auto hide feature to hide furniture when moving the camera around, so that you can see the "action" between two characters even from under a bed. But you're not the first one to mentioned such an issue. I think I'll add an option in the game menu to toggle this feature so players can decide if it's needed.

For the positive feedback, that's exactly why I went this way with Glassix 2. Just a clarification between Scenario and Free mode. The idea between those two would be to make Glassix 2 more versatile.
Scenario like you said would be more story focused, similar to VN, where it would be possible for the creator to disable complete the sandbox feeling and go simply for a 3D visual novel gameplay. For example, it would be possible in a scenario to completely skip the city map interface and only focus on in locations events, switching locations and time as the story goes on.
Free mode would be aimed for players who prefer sandbox mode and there are a lot of features not implemented yet, such as job promotion/corporate ladder with custom actions depending on your job and rank, money system with salary and rent to pay, the ability to buy and own stuff such as buildings or furniture, the ability to customize your own rooms, wardrobe management, schedule management for your slaves, build your own sex dungeon with unique sex furniture and so on... which would make Glassix 2 closer to "The Sims" with generic and custom events filling the city to make it entertaining too.

So basically, what you have here is only ~10% of what the game will be. It'll take a few years to implement everything that I said but I'm patient and already proved I'll deliver what I said with Glassix 1. And the more support, the faster I'll be able to deliver all this ;)

Gyz,I am having some issue deleting this game.It says "mono-2.0-bdwgc.dll" is open in another program,but I am not running any file from the game folder.Any idea how to delete this file?
View attachment 2854502
That's weird indeed. Did you check in your task manager if the game is properly closed, like a "Glassix 2.exe" still present in the list when it shouldn't? Or maybe check if some "Unity" stuff is running. Just to make it clear, you did open the game at some point, right? How did you close it?
 
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slick97

Active Member
Dec 2, 2021
502
1,118
which would make Glassix 2 closer to "The Sims" with generic and custom events filling the city to make it entertaining too.
I know you wrote a lot discussing my earlier post, but this right here puts into perspective alot of the design decisions regarding gameplay and the character models. I also don't envy the insane task you have ahead of you in developing the AI that governs character actions in sandbox mode, especially with how complex the AI for the Sims has been (there is a Game Maker's Toolkit video discussing Sims 1-4 AI that honestly impressed me).

I've seen quite a few posts bashing LR2 for the goblinesk character models, but what Vren and others did with the code is nothing short of impressive. The advantage I have in terms of perspective over others is that I spent the past month and a half reverse engineering the engine they built within Ren'Py, and I can say with confidence that these guys definitely know their shit. I would take the comparison to their game as a compliment considering you both are breaking new grounds in the adult gaming world by building the most complex games to date. What this also means is that your game is prioritizing functionality over storytelling, which is a good approach to take when your end goal is near infinite expand-ability in terms of what stories can be told.

If you play your cards right you can easily market your game to other developers as a game engine based in Unity. While a finished product is still years off it seems that you know your stuff and can make something truly unique.
 
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