XaiJu
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Glassix 2 v0.15 released

Hi everybody!

Download links

Changelog

  • Added waypoints in locations to travel between locations quickly

  • Travel menu can now go back levels by clicking on red labels

  • Reimplemented models loading directly from mods folders using Trilib

  • Added 4 new location models: HallwayA, HallwayB, HallwayC, HallwayD

  • Added 18 new hallways locations in Newbit map

  • Sounds and Musics have been moved to StreamingAssets folder

This new version focus on the waypoints navigation between locations. It works pretty much as you can expect, click on a door, stairs or specific waypoints to move to next locations. This one was more complex to code than Glassix 1 since when spawning in the new location, I needed to place the player to the related door but the result should give more of a feeling of living in the city than before. I've also took the opportunity to push it further with waypoints offering multiple destination such as a lift which can send the player to any of the floor directly, not just one.

I've added hallways in both the apartment building and the university albeit they are quite plain at the moment. Here too, it took some time to create those myself even though they are quite basic. I prefer creating mine because the one I found online are usually made using tools which create a huge mess in the model and make it difficult to modify or maintain and I had to put my head back in 3D modeling and UV unpacking which is another mess to handle on top of all the other aspects of game making. But still quite interesting since I'll be able to create whatever I want given enough time.

Besides this new navigation feature, I also put back the external model loading feature. I had to disable this a few version back due to some bugs in the module but it has been fixed now. This means models are now loaded directly loaded from mod folders and creators will be able to simply drop their FBX or other 3D extension in their mod folder to use them in Glassix 2, be it buildings, locations or furniture, albeit each of those will also require their own editor to configure the necessary information such as size, materials and whatnot.

I've also moved the sounds and music in the external folder which means they are also loaded a runtime and creator will be able to add their own sound or music during events.

While coding the navigation stuff, I had a few ideas I wanted to share, such as a new spell "Wormhole" which could allow the player to create connected wormholes in their favorite locations for quick travel. Similar to teleportation but would be lower level and cheaper, that seems interesting to add to the game. Another aspect I'd like to improve in the game is interactions. For example, it's possible to toggle lights directly from the UI but with the waypoints interactions, I realized it would be more interesting to add light switches as interactable 3D models directly in all locations as well as make lamps and other lights not directly connected to the main system to toggle them on and off. Similarly, the ability to use furniture which should be usable such as chair or couch or TV which would change the animation, something I guess you are already familiar in other games.

The plan was to focus back on the Newbit scenario now that I have the hallways and the event editor but I'm thinking it's been a while since the last poll to get your opinions plus those new ideas seem fun to add to the game so I'll prepare a poll with all the most interesting features planned so you can decide which one I'll focus on.

That's it for now. Again, this version has no new playable content I'm afraid just the navigation feature, sorry about that :x

Thanks a lot for your patience and support!

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Glassix 2 v0.14 released to Supporters

Hi guys!

Info & Download links

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What's next!

Hi everybody!

With Glassix 2 v0.14 out and the Event Editor mostly done, it's high time to start moving the plot of the first scenario. Well, at least, that was plan until I realized a lot of the events I wanted to write involved public locations such as hallways or streets which are currently not included in the game. These locations are mostly use when encountering new key characters and since the Newbit scenario in Glassix 2 involves a university, a lot of the events I'm planning would occur in the University hallways or possibly outdoors.

So I've changed the plan a ~little~ and will first focus on adding such locations in v0.15 and since a lot of players already suggested it previously, I'll also include the location to location navigation feature similar to Glassix 1 so we don't have to go back to the city map each time we want to move in a nearby locations.

If time permits it, I'll also furnish the already existing quite empty locations to make it more lively (That's been on the backlog for a few versions already :x).

Well, that's about it. Quite a lot of work to do actually despite the few lines of explanations so I'll get to it now!

Thanks a lot for your patience and support!

Have a nice day!

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Glassix 2 v0.14 released to Fans

Hi guys!

Info & Download links

Enjoy!

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Glassix 2 v0.14 released

Hi everybody!

Download links

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 new version focuses on the choice feature in Events and add a new tab in the Event Editor to handle that. Choices or options however we want to name it are a basic feature in visual novel to (usually) let player decide the outcome of the story.

In Glassix 2, choices involve much more complexity compared to other game engine such as Renpy because I've given access to most game variables to be able to cover all possible conditions we can think of when displaying a choice. Most of those conditions are the same as conditions for an event and use exactly the same code and prefab, making it easy to update and debug if needed. But as always, there are some exceptions which is what makes coding new interfaces not a simple copy from a previously existing interface (Event conditions VS choice conditions, same-same, but different). Choices are then displayed in the usual way (Just noticed I should add a semi opaque dark background to make it more obvious the players needs to click on one choice :x)

The second important addition to this version is the new game entity properties dropdowns which will allow creators to access dynamic data in their events. Usually, in Renpy, we'd have either the names hard coded or a global variable with the name stored and used. In Glassix 2, we have fixed content created in advanced (such as the Mercer family in the Newbit scenario) and randomly generated content, such as NPCs filling the city. What I think will make Glassix 2 really different from its competitor is mixing this fixed and dynamic content together and make it feel like an enjoyable experience. Fixed content will allow creators to create a proper story with different branchings, similar to Glassix 1, while having randomly generated content will allow the story to have its own flavor even when replaying the same scenario.

Events can target fixed content and follow a scenario, but it is also possible to create unique events for the randomly generated content and NPCs, to make them appear as a fixed content when they would actually not be. They could be present during your first run in the scenario but in another run, they'd vanish. For example, we could create specific events for a nympho blond girl requiring specific body proportions and age which would keep seducing the player during any scenario played. Her appearance would still be random but would need to match some min-max value. When randomizing the citizens, there could be or not be a match making those events accessible or not.

Another way to make randomly generated content matter would be by using predefined randomly generated citizen. For example, in Newbit, the player has several colleagues, each with a unique job. Their appearances and gender are randomized, but their scenario unique citizen code is not and known in advance meaning we can use this code to make this colleague either a good friend or a rival, whatever their appearance is.

This mix of fixed and random content will make Glassix 2 fun to play and replay (At least I hope so!). I have not included all game entities not all game entity properties yet, only about 10-20% of the total of it I'm guessing but that should be enough at the moment. I'll add more as I create content for the game using those same editors as well as from players feedback if any.

All of this will require proper documentation and tutorials of course. I wanted to release a quick first tutorial for a basic talk event to show how to add some flavor when talking to NPCs but couldn't due to lack of time. I'll try to do so asap since it would be another good testing opportunity for me to test my own code. I did test it as much as I could this time around (did notice some bugs in v0.13 which have been fixed too) but with the code complexity, I wouldn't be surprised if some still escaped me.

As for new content, I'm afraid I didn't have the time to add any yet since both the choice and game entities features took me more time than expected so this version would only serve as a demo for creators to give a shot at the event Editor. I've also some stuff to say about v0.15 content but will keep that for another post coming soon as to not bloat this release post.

That's about it for now! I'd like to add an extra thank you for players reporting bugs, even if I don't fix them right away in the new version, I do (try) to keep track of the reports and fix them when I have the time as well as players suggesting how to make the game better (The new confirm panel comes quite handy like a player suggested, I forgot your name though, let me know if you read this!). I still have a few to fix in my backlog as well as some other QoL suggestions which are pretty good ideas so don't hesitate to report or give feedback on how to make the game or UI better!

Thanks a lot for your patience and support!

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Glassix 2 Event Editor online documentation is... online... and some more Glassix 2 gossip!

Hi guys!

So! I've been back for the last 10 days from vacation and it was a nice break for once. I usually take my laptop when travelling but this often means I have to debug urgent stuff here and there so it doesn't really feel like vacation. This time, I left the laptop behind and just focused on family time and this does change the feeling. Just some thoughts I wanted to share.

Anyway, I'm back and have resumed work on Glassix 2. I've finally finished the script to convert the Unity code (which is easier to maintain and update) to XML code which is then sent on the online game website so it's easier to view all the possible nodes for the Event Editor as well as quite easy to update. The design is quite simple at the moment, I'll see when I have more time to make a more stylish theme but that's not urgent. But the idea is to see all the possible nodes at once which is easier than in game and make it easy to keep this list updated, it's now a single click. You can access the online documentation on the official website: https://www.glassix2.com. The Meta menu will contain all the extra stuff helping the game such as documentations, translations (not up to date yet, don't bother with it yet), character cards sharing and changelogs. I'm also planning to release some tutorial videos to showcase the Event Editor and show how to expand the game. The first video would be about adding some simple daily life talk variations with NPCs depending on their gender, affection or obedience. More complicated stuff to come later.

Now that this is done, I'm able to go back to coding and v0.14. The Event Editor still requires a few special nodes which I'll add asap but the biggest focus for v0.14 will be the new event choices which is the basics of any visual novels. Coupled with the events flags, this will allow me to advance the "Welcome to Newbit" scenario and let the player either side with the dean for the pervy ending or the secretary for the lovy-dovy ending which will of course also involves the other members of the family. I'm also thinking about a way to make the scenario quest easier to follow since even I often forget what I was doing in a porn game when resuming it a few days later... I guess I'll go with the usual toggable quests mini UI panel and will have to add trackers and tips when completing scenario events, I'll see...

Also, thanks to the help of a Glassix 2 player, @EIuvfpoeed, I've also been able to figure out a recurrent problem with the generated NPCs skin color which were either red or black only for some players. I thought it might be a shader issue since my shader is not properly optimized yet but in the end, it's a simple matter of decimal separator when randomizing the skin color, which is a decimal number from 0 to 1. The game requires a period decimal separator but some windows languages will use the comma instead which cause the issue and the game will transform the decimal to either 1 or 0 which result in the black or red skin color. Dumb issue... Anyway, it'll be fixed for v0.14 too. Sorry it took so much time to figure out...

I also received several requests a few months back to make the travel system easier in Glassix 2, something closer to Glassix 1 and I totally agree. Currently, it's a pain in the ass to move to close by locations since we need to go back to the city map first. You already know the answer: Simply make the doors and other waypoints clickable! Easy-Peasy! Well, it's not complicated in itself but I do want to add this feature properly which would require to add hallways here and there to connect doors which will require their own location models of course and their own furniture. So it'll take time but it'll come for sure, I'll try to squeeze it with v0.15 once the Event Editor contains all its core feature and the scenario is more advanced.

That's about it for now. If you have any suggestions to make the game better, don't hesitate to drop me a message here or on Discord (I usually react faster on Discord).

Thank you again for your patience and support! Have a nice day!

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Glassix 2 v0.13 PUBLIC release

Hi guys!

Info & Download links

Enjoy!

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Quick news

Hi everybody!

Just a heads up that I won't be releasing a new version for Glassix 2 this month. Family visit ongoing, kids and I got sick too so not much mood or time to work on porn stuff at this time I'm afraid.

I'm aware the last few months have been really really really slow, a mix of laziness, complicated code for Glassix 2 and web dev work load but I'm planning to be more serious in September once everything goes back to usual work and school schedule. I'll also focus on fixing the remaining reported bugs in Glassix, update the Android version as well as try to release the Linux and Mac versions. Linux version was actually working with a patch from a nice player before (whose name I forgot I'm afraid) but Mac version has never been tested, I'll try to install some virtual OS to try all this myself since the plan is also to have proper Mac and Linux versions for Glassix 2 in the future (no mobile though), should be easy process with Unity luckily.

I've also worked on a small script to convert the Glassix 2 in game event editor logic and nodes to official website documentation page so that the update process would be a single click when I add more nodes and functionalities to the event editor in the future which add some more extra dev time but should save lots of time in the future. From my experience with Glassix Wiki getting quite outdated and requiring lots of manual editing (which I haven't done at all :x), having automatic scripts to update such online data would reduce the hassle to keep the game information up to date with least efforts (You might have noticed I'm quite lazy when it comes to activities outside of the game code perimeters :x). I think having an online documentation on the official game website would be easier to access for players rather than in game plus I'm more familiar with website flow than game flow.

Again, I apologize for all this slowness lately and will do my best to resume monthly releases starting next month. Thanks to all the remaining patrons still supporting this campaign despite all these issues. I'm thinking of releasing extra unique rewards for long time patrons if I ever can in the future. We'll see!

Have a nice day!

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Glassix 2 v0.13 released to Supporters

Hi guys!

Info & Download links

Enjoy!

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Glassix 2 v0.13 released to Fans

Hi guys!

Info & Download links

Enjoy!

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Glassix 2 v0.13 (finally) released

Hello everyone!

Download links

Changelog:

  • Added Events Editor

Well, that must be the shortest changelog I ever wrote lol. But one huge mess to implement.

Anyway, the current Events Editor is a simple basic version which is quite rough but gives complete control over event contents in the game allowing player and myself to add new authors, mods, files and events to the game and even to overwrite events.

I've been rushing to push it out today actually, there are several important nodes which don't have proper dropdowns list and use plain text inputs which makes content unclear but that'll be fix in next version. It's also missing some critical features, such as the ability to add player choices during events but this is due to the fact I didn't use that myself yet in the current events and it will be added in next version.

The code behind all this is quite complex because some nodes values will depend on some other nodes values. Let's take the citizen list for example which will be quite important during scenario. When creating an event, the scenario condition is not mandatory, because the event could be a generic event accessible even in Free Mode, like some small talk and general work events. So the value of the citizens list needs to be changed each time the scenario condition changes, or even empty the list of selectable citizens of there are no scenario. Same things happens when we want to show the list of furniture inside a location. We have an optional location condition and in the event steps, we can interact with the furniture in the room (for this one, I want to easy way at the moment and show all the furniture in the game instead of loading only the ones from the current location if any, I'll fix it later too).

There's also the complexity of the getting entities properties. The game contains various entities, such as infrastructure, location, furniture, citizen which have various properties (a name, a size, an age, a gender and so on...) and I want to make most of those properties accessible in events so that the event can properly refer to the needed property. For example, when having a general talk event and we want the player to use the current character name, the game uses a unique variable structure like "[entity.code.property]", and to retrieve the full name of a citizen in an event, we'd then use "citizen.citizen1.fullname". This part is also not using proper dropdowns but will in the future so that everything is easily accessible in the Events Editor and we can really create unique events matching the involved citizens. It'll also be possible to extend this feature to get access to relationships, for example, Glassix 2 will allow you to get married and change spouses (I'd like to add possible spouse harem too depending on the setting of the city we're in and this city could be changed during gameplay by the mayor, a job which the player could also reach with the proper skills and relations). Since the spouse of the player could change, we'd need a special property to retrieve and we could go with "citizen.player.spouse.fullname"  or "citizen.player.spouse[0].fullname" if we use harem settings.

I guess I'm pushing it quite far here and it's really complex, but I wanted to share my ideas for the Events Editor now so you know where I'm going with this. I'll try to make everything easily accessible without requiring the player to know all those variables or entities because they will all be presented in a simple dropdown form with human readable labels. I've already started with several nodes but there were quite a lot and some required more dedicated UI to handle their complexity so it's taking quite a lot of time. To be transparent with you, I've been working on this editor for the past 3 months and stacking all my work time on it, it should be around 1 month of full time work on it. That's about 8-9 days of work on it per month, that's all I can afford at the moment since I'm quite busy with my web dev work. Next version should have most nodes completed + the new Choices tab, so still no new content in next version or maybe some basic events, though I'm not planning to release Glassix v0.14 in August (more details in another post).

Ok that's a lot of garble, let's try to give you some insights on the basic workflow of the Events Editor. I will release a proper documentation on the official game website asap too.

Here is a quick breakdown of how it works

The first step are to simply choose or create the author/mod/file where the events will be stored. You can add new authors, mods and files with the "+" button in the top right.

Next we can create or edit existing events.

Inside the event, we'll need to first configure some general data such as the trigger type or its frequency, a complete details of each field will be released on the official website asap.

Then we can configure the conditions of the events which comes in 3 types:

  • Character (or actor): A citizen involved in the event which can have specific gender or age requirement for example. A lot of variables are available and will be explained properly in the official documentation.

  • Global: A global condition such as the time of day or day index

  • Flag: A custom author flag. Author will be able to add their own flags to keep track of players actions and decisions. For example in Glassix 1, one series of event is related to Sarah's secret and whether you keep it, share it with Hikari or share it with the boys. A flag would then have 3 possible values here: not shared, shared with Hikari, shared with the boys. Follow up events would then depend on the value of the flag.

Once the conditions are set, we can move to the steps.

A step is usually a block of text shown to the player, each block of text is a step. So if you have 10 blocks of text, you'd have 10 steps. But when we show a block of text, a lot can happen at the same time, for example, a citizen will spawn, an actor will change its animation, some flags will change and so on...

Here is a quick peak at the current node to impact the current step. I've tried to add tooltips to explain what each node does and when you add one, you'll have more inputs to configure the node you just selected.

For example if we want to add a screen effect (currently a simple image shown but I'll add more effects in the future such as screen shaking or black/white screen), we'll need to select the image to show, its color and opacity. Here again, I've added tooltips when hovering the inputs with the mouse.

Some nodes are set in stone with a fixed amount of values, but some other requires more complex processing, such as changing the behavior of an actor like its animation, the furniture he is using and so on... In such case, a "+" button is available directly on the row to add more nodes to this block.

Once the steps are done, simply save the file and give it a shot in game (I'm afraid there's no quick preview yet but that's coming for sure asap)

This was a quick overview, the full documentation will be available online asap too.

Event files are located in the game folder and can easily be zipped and shared online so that authors can share their mods if they want and expand the game content. You can even edit my own files but beware they will be overwritten with each new version. There is also a priority feature in the event system meaning you can technically overwrite my basic events by your own if you wish so. Just make sure not to use too high a priority otherwise you might lock some core story events preventing advancement of the story.

Anyway, I think I've bored you enough (if you read this far lol). I'm expecting issues with the editor since I didn't have too much time to test it but I didn't want to delay this new version more. Error log can be found in "C:\Users\<user>\AppData\LocalLow\Gaweb Studio\Glassix 2\Player.log" so if you encounter any issue, please attach the file with your message so I can debug this more easily.

I still have a lot to say but I've already spent 3 hours on this and I need to eat so I'll keep the rest for another post.

Thanks for your patience and support!

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Still working on v0.13

Hi guys,

I'm afraid I'm still working on the next version and won't be able to release it until a few more days. I've had much more web dev work than expected this month and couldn't focus enough on the remaining code for Glassix 2 v0.13.

What I've added so far is the actor node and the event steps overview panels. In my previous post, I had introduce the global variables and flags feature that events in Glassix 2 use to determine the conditions of an event. The third and last possible condition to trigger an event is the actor which itself has lots of variables of its own. Actors are simply citizens involved in the event currently edited.

When editing an actor, it'll lead to a sub panel similar to the previous one but all the conditions will be related to the selected actor.

From there, you can select several condition focused on a citizen, most of the time, it'll check the player itself, to confirm its current location, but when events involve other characters, we'll be able to create various conditions to choose the type of characters we want: their gender, the relation or obedience towards the player, their age and so on... This way, we could have 2 similar talk events with the same event code and event sub code, one dedicated to males, one dedicated to females, so that their speech feels clearly different. We can push it further by adding conditions on the affection of the character toward the player so that low affection characters would have a rude speech while a lover would have sexy lines. That was already the case in Glassix 1 and with this interface, it'll be much easier for me to add additional daily life events to flavor the game.

Once we have our event conditions set, we can move to the actual steps of the event where actors will usually interact with each others.

This one is a bit more messy since it lists all the dialogues in the current event and their number of sub nodes involved for each step. For example, the obedience or affection might change at a specific step or we could trigger doll mode or slave mode or play specific animation or moods or change the camera angle. Lots of stuff involved in each steps here. This page is a simple overview and when editing a particular step, we'll move once more into a sub panel listing all the nodes and allowing you to add/edit/delete them. That's where I'm at. Because those sub nodes have much more variety than the actor nodes, it's taking me more time than planned, I've tried to code something which can create the rows and the necessary inputs dynamically this time as opposed to static rows used in the previous panels. This way it'll be much easier for me to maintain the code and add new nodes but this requires more time to code this way.

I'm aware this UI kinda sucks for normal players, several huge tables full of data. It's possible to add an actual live edit mode where you play and edit each step one by one with the actual 3D characters and the actual location involved but it would require event more work and since I'd rather start filling the game with more content asap, this version will do for the moment.

I'm still swamped with work at the moment and I'm not sure the additional days required to complete this can be planned in the following days :/ So you might want to cancel your pledge until I can actually deliver something concrete since that's the second month without actual content and of course, drop me a message for a refund if you'd like.

I apologize again for this new delay and I'll try to deliver this asap so that I can keep my word and give you a game worth playing and supporting.

Thank you for your time and patience!

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Glassix 1 Patch 1.0.1 to 1.02

Hi guys!

Download links

Changelog:

  • The credits page now only appear on first ever launch of the game and no more at each game launch (Thanks Squark!)

  • Disabled right click x-ray while the top right menu is opened

  • English translation, Sarah's file, improved by Spectre (Thanks!)

  • French translation, Sarah's file, improved by Spectre (Thanks!)

  • Fixed bug with top right menu click issue when a girl was displayed just below it, triggering the girl discussion instead of the menu action (Thanks Squark!)

  • Fixed bug with X-Ray not toggling properly when clicking on girls with doll mode (Thanks Dalzomo &amp; Harem Route!)

It's been almost a year since the v1 release and there were still some quirky bugs preventing a smooth experience playing the game. Being a bit too focused on Glassix 2, I thought it was time to patch those issues since it's actually not that big to fix and would save players a lot of headaches. Sorry for the time it took.

I still have some other minor bugs to fix but since I'm quite busy at the moment and they shouldn't impact gameplay too much, I'll delay the fix a little more but will be sure to fix it once I have more time. Don't hesitate to report more bugs if you encounter any, I'd like to make Glassix 1 as bug free as possible even though I'm slow at patching.

Also, since v1 is already public, this patch won't have the usual 1 month PUBLIC delay. Anybody is free to get it right now and patch their game. I'll update the full version download links to v1.0.2 asap too (Currently 1.0.1 so you still need to patch it yourself to 1.0.2 at the moment)

Enjoy & thanks for your help!

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Glassix 2 v0.13: Event Editor preview

Hi everybody,

I might have vastly underestimated the time required to implement the Event Editor and at the moment, I think I'm only barely ~30-40% done with it which would mean an end of the month release in the best case. In my last posts, I had estimated a few more days because I thought I'd just need to create some basic input rows for most of my XML nodes and that would be enough. However, in the end, many values required specific lists or range of values with specific interactions which slowed down my work. I'm trying to be as thorough as possible so this first version gets easy to use and understandable. I'll show you what I've got so far so you can give me some feedback too while at it.

In the game folder, mods are stored in "Glassix 2_Data/StreamingAssets/Mods". From there, you'll have one folder for each author, inside those, a folder for each authors' mod and inside those, various folders to store XML of various editors : Events, Furniture, Locations, Scenarios and so on... Since we are talking about the Event Editor, the files will be stored inside the Events folder. Then inside this Events folder, you'll have as many event file as you want to let author organize their events as they wish.

Let's start with the editor preview : Selecting the author, mod, file and event:

You'll first have to select a mod author or create your own if you want to start creating or overwriting events. Spectre is a player who designed the low poly villa 3D model currently used in the Newbit map. (Thanks again!)

Then select the mod you want. Mods are kind of categories for authors to organize their mods however they want. You can add as many as you want. You could create a seasonal mod with events related to christmas, halloween, spring, winter, whatever... or create a folder which would be specific to a full scenario you want and so on...

 Then you select the actual XML file you want to edit, or add a new one. For my own core mod, I've organized files by actions and scenarios which you can see here. You might notice if you select Spectre > Starter, the list is empty which is normal since his mod has no events, only an infrastructure and we are currently working on the event editor. In the future, we'll have more editors, hopefully the city infrastructure editor which would allow players to add their own low poly 3D models to the game with their own textures, or modify existing ones, and in this future editor, Spectre's list would not be empty.

Now, under the hood, the XML file has been loaded by the game and shows all the events in this file. In my example, I opened the Newbit file which contains all the current events I created for the Newbit scenario. Each event has a custom label so the author can easily recognize them. The current UI is quite blunt at the moment, I guess in the future, I'll try to make it more visual, like a board like UI showing events related to each others (once I add choices) with arrows linking them, that'll come later if possible.

Then you either create or add an event and you'll end up in the interface shown above. I've split this in 3 tabs: General, Conditions and Steps. General is like the name says, some general information about the current event. The Conditions tab will list all the required conditions for this event to be triggered. The Steps tab will list all the steps of the current event, be it dialogues or hidden game flag changes.

It starts with the General tab. You'll first have to select a trigger for this event. There are currently 4.

  • On city load: When the city map is loaded, either when you start a new game, load a saved game, or transition from a location to the city map.

  • On location load: When you enter a location

  • On action button: When you click on an action button from the slot bar. Actions is another game entity which will be moddable and allow players to add their own actions, triggering their own events. For example, we could add a cheat button to max out obedience level on all the citizen of the game... I won't even need to hard code cheats in Glassix 2, everything can be handled with events.

  • Off: Used when you want to merge several events to the same event or for choices for example and thus don't need to be triggered automatically by any game interface.

From there, you select a code and a sub code for your event to make them unique. The code is kinda like a category or family, however you prefer to name it, and the sub code gives variations. For example, the doll mode spell events all have the code "dollmode", and the sub code allows to have different events depending on conditions: if the girl is not in doll mode yet, she will go under doll mode, that's the default sub code. But if she's already under doll mode, a second event with the same "dollmode" code would trigger to cancel the doll mode. This will allow me to add a Search feature in the game to find event codes or labels among multiple authors, mods and files if some events have been overwritten or expanded with new options in additional mods.

For the action trigger, I've made it easier so that the code is actually changed to a select dropdown with the list of all possible actions in the game. And with the actions editor in the future, it'll be possible to add new actions like cheats and whatnot.

After that, we have the frequency of the event, meaning how often can we trigger it again. The names should be self explanatory:

  • Always

  • Once

  • Days (After X days): With this option, a new text field allows to select the number of days manually.

  • Minutes (After X minutes): With this option, a new text field allows to select the number of minutes manually.

  • Daily

  • Monthly

  • Yearly

Below that is the priority of the event. If several events can be triggered at the same time, the game will trigger the one with the highest priority. If several have the same priority, we trigger one randomly in the list of this priority. This way, daily life and unimportant event would have low priority while story events would have high priority.

Hovering over the labels will also give some information to help authors know what the row is for.

Then we can move on to the Conditions tab

Events will trigger based on conditions which come in 3 flavors:

  • Actor: This condition will check variables for a citizen involved in the event. Most of the time, it'll be the player obviously. When the player interacts with another citizen, this other citizen becomes a second actor. You can have as many actors as you want. For example, this condition is used for the talk action. Depending on the target's gender, we have different text. Then we can create whatever flavor of text we want with additional events: A young citizen might have a different talk topic compared to an old citizen. The target relationship or obedience level would also change the speech by using the priority feature and so on.

  • Global: This condition will check global variables, like the time, weather, current scenario and so on. For example, all events for the Newbit scenario would need a global condition checking that the player is currently playing in the Newbit scenario and not another one or Free mode.

  • Flag: If you're familiar with Visual Novels game, you should know this term. It's basically some event variable to keep track of what the player did.

For each of those 3 condition categories, I've added entities which can be added and edited easily and the game will display a dropdown with all the possible choices for this category.

For example, global conditions will list the various time checks. But let's say we want to add a new global condition. Let's call it "City Safety" which would be used to track if a city is safe to live in or not. With the Variables Editor (added in the future), it'll be possible to add it easily which would make it appear in this list and useable to have dangerous events trigger when the city safety is low. Those variables/conditions can have different types : String, Integer, List which allows the game to know what it needs to display and what values to expect and clamp in case of integers with a min/max value (For example, the hour variable needs to be between 0 and 23, Day of week would be a list with the 7 days of the week as values (Monday first btw)) All this process is automatically handled by the game and when you change the condition, the operator and value fields will change based on the type of the variable. integer would have additional comparison operators such as "Greater than X", "Lesser than X" while Lists would change the text input to a dropdown with all the possible values of the current variable. Such as this one below:

For the Newbit scenario, I created a flag to keep track of the Welcome party status. Before the dean announces the welcome party at the end of Day 1, the flag doesn't exist (save memories since in the future, we'll have many flags). Then at the end of Day 1, the dean talks about the party to the player, the Flag changes to "Dean announcement" (maybe I should have named it implying it's a past event, labels are editable anyway).

Then when the secretary gives the actual time to the player, it changes to Secretary reminder.

From there, we have two cases: Either the player misses the party or he completed it. This flag will allow players action to have consequences, same as choices. If you miss it, the dean, your colleagues and the secretary might have different talk interactions with you for the following days saying they missed you or blaming you, losing some relationship with them...

And if you've noticed, the operator dropdown in the picture above (the second one, with the "In" value) was another tricky part to code because it allows the author to select multiple values in the list which Unity doesn't handle by default and took me a while to expand their base dropdown to a multi select dropdown. But the process is seamless now, changing the operator from Equal to In will allow the players to select several options at once and vice versa without changes in the dropdown so the experience is as smooth as possible for the creator.

I'm afraid that's where I stopped so far realizing the "few days" estimation from my previous post had been largely underestimated... Which is why I'm writing this post to keep you updated on the current state, still working on the actor conditions, then comes the steps which is basically ~60-70% of the remaining work since they have so many more XML nodes and attributes than what I shoed so far. I hope to be done before the end of the month. I've already coded a lot of the most complicated stuff like operator and value switch depending on variables types. Since actors and steps uses similar features, that will save me some time but both those parts have much more complexity so I'll see when I get there.

Anyway, I think this post should give you a better insight of what you can expect with this editor. I already got some comments aiming at the classic "You expect your players to create content for you?" which was expected. I'd love players to create content with the tools I created but most of all, this editor forces me to codify my XML and organize it properly, something I didn't to in Glassix which makes it very hard to go back to Glassix's code because there are so many nodes with possible specific values which I don't remember anymore... Unity makes it much easier. And I'll also be using the Event Editor myself to add events which will much faster than manually writing XML code myself like I've been doing so far. So I'll be both the developer and the user of the editor.

This editor will give complete control over the game contents, even overwriting my mods with the priority system if you want to change how much gains you get from spells for example. I'll add a quick duplicate event button too so that this is easy to overwrite content. Anyway, I think this editor has a lot of potential and I hope that matches your expectations so far. Glassix 2 will be both a game and game content creator. I won't forget to improve the visuals too which need lots of work and optimization, this is not forgotten too. But gameplay is and will always be my priority.

Thanks a lot for your patience and support, I'll deliver this as soon as possible. If you have some feedback or ideas about the current interface, don't hesitate to drop me a message. Since this is currently in coding phase, that's actually the best moment to add or modify something to make it smoother, something I wish I could do with Glassix being quite outdated but unfortunately, too complex now that the code is done.

Have a nice day!

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Glassix 2 v0.13 delayed a bit

Hi everyone,

I'm afraid I'll have to delay the next version for a few more days once more.

This update will include the first version of the Event Editor allowing me and players to create new events easily in the game and the process is quite time consuming. I had already created several event files with lots of XML code inside and what I've been working on the last several days was to organize all this content into a basic UI as well as standardize all the possible tags and attributes.

What I learned from Glassix is that if such a step is not done properly and early, you end up with lots of different rules which you often end up not remembering. By having an actual game interface to create events, these rules are set in stone, coded and with Unity, are pretty neatly organized making it much easier to modify or add new ones in the future.

This first version will be quite limited at first with no possibility to have event choices or sex animations but that'll come later. The design will also be pretty much text/input oriented at first but in the long run, I'd like to make it so that while creating an event, everything is played as it is created, step by step, depending on the step you are currently creating, showing the characters in the selected positions and proper animation, updating this when you change the step. It's a bit tricky to prepare because for some events, actors are defined in advance, for example, obedience level where you'll have the MC and the related girl, and usually in a predefined location where you already know which furniture you can use. But some events involve random characters fulfilling special conditions in a location also fulfilling another set of specific conditions. Could be age related conditions for characters and furniture availability related conditions for the location, making it more complicated to code the event. All in all, it's quite tricky but should be doable. First versions might be clunky but will get improved with your feedback.

I'll also try to prepare a video to showcase this new editor since it's a bit complex but not that much if you're code-savvy or have a logical mind.

This editor will allow you to give life to characters you created with the Appearance and Biography Editors, giving them their own events, talk interactions, reactions and so on which made Glassix what it was liked for. Even if you didn't like all the girls in the game, some of them still piqued your interest and Glassix 2 will allow us to create lots of content much more easily than it was for Glassix. It'll also allow you to expand or modify existing content even the content I created. Then the online sharing interface through the game itself too will allow players to share their characters, events, scenarios and so on so that I might not even need to worry about writing content anymore but instead, focus on code to give you a smooth and powerful UI to use to make all this process easy.

On that aspect, I'm aware this goal is quite different from other H games online which focus exclusively on giving players actual story content but I think that should give players something fresh to use and play with. I received several requests to add custom girls in Glassix 1 which was not possible but with those tools, it'll be possible to do it in Glassix 2 and expand the content of the game much faster. That is not implying I plan to rely on player content exclusively and I'll of course be adding my own content and stories too.

With all that said, I apologize for this new delay. Unlike previously, I should be done with a few more days but since I missed the deadline for May, please contact me if you'd like a refund, my aim is not take your money for nothing which might be what appears to be in this case, sorry about that.

Thank you all for your patience and support !

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Glassix 2 v0.12 PUBLIC release

Hi guys!

Info & Download links

Enjoy!

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Glassix 2 v0.12 released to Supporters

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Info & Download links

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Glassix 2 v0.12 released to Fans

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Glassix 2 v0.12 released

Hi everybody!

Download links

Changelog

  • Newbit scenario extended

  • Added new "Go to objective" action in slotbar

  • Added new UI icon to show objective action when there is an active objective

  • Added boobs physics!

  • Added quick text skip during event with CTRL key

  • Changed global water effect in city mode to something closer to some kind of pink fog

  • Added new infrastructure: RestaurantA

  • Added new location: RestaurantA Main Room

  • Added 13 new furniture: ChairD, PlantA, PlantB, PlantC, PlantD, PlantE, TableD, TableE, SignA, PaintingA, StatueA, CeilingLightB, LampA

  • Fixed livingroom windows model not letting light pass through

  • Fixed issue with pubic hair and face details layers darkening the skin

  • Fixed issue with loading screen disappearing before all textures were properly loaded when visiting a location

  • Fixed issue with city lights not updating properly at night

After many delays, here is the new version of Glassix 2. This version focus on the Newbit scenario story however I might have to disappoint some of you since the new content can be played in less than 5 minutes if you take the time to read everything. This is due to the complexity of writing events in Glassix 2 compared to Glassix. In 2D, I just had to pose characters, save the image and add the text. With 3D, this process is more complex since I need to adjust animations, face expressions, position in the room, camera angles and more... Add on top of that the needed time to add new buildings, locations and furniture each with their own texture to organize. Well, that's several days of work just for that. The fact that I don't master the whole process yet also adds to the needed time. However with time comes experience and I also plan to create tools to make everything much easier to handle thus making adding content much easier, for me and for players. More details in a future post this month.

Besides the story, I've also added some nice boobs physics and focused on making the game less of a hassle, learning from our experience with Glassix, though the way Glassix 2 plays is different.

First, to make things easier on the players, I've added some buttons to quickly go to objectives and I've added the quick skip feature when holding the CTRL key. I've also adjusted loading screen so they properly wait until everything is loaded in the room before disappearing.

Secondly, I've been looking into making locations less empty, starting with the new restaurant location. There's still some work to make it better but that's a first step in this direction. Unfortunately, I did not have time to fill other locations with more furniture but that'll come.

Overall, this new version doesn't bring too much for the player but it should give you a better idea of where I'm going with Glassix 2. Some of you mentioned the game looked a bit like another 3D H game named Lifeplay which was right but with this new version and seeing how the Newbit scenario unfolds, I want to show you that Glassix 2 will offer some proper story line similar to Glassix, unlike Lifeplay where you are a bit lost in what you should do in the game. Glassix 2 will offer both nice stories with scenarios and for those who prefer freedom, the Free mode will let you play in any city and set you own goals, though you'll have some optional side objectives to complete to earn karma and unlock more spells.

I apologize again for all those delays and hope you'll enjoy the new content. Let me know if you encounter any bug in the game!

Have a nice day!

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Quick news

Hi guys,

I'm still late for Glassix 2 v0.12, I know. Unfortunately, I've run into some issues with the new chair and the sitting animations. For example the girl sitting with her leg crossed was actually sitting too low and was not aligned correctly with the other sitting animation resulting in clipping and weird position on the chair. I didn't notice earlier cause I always tested in the classroom with tables hiding the issue. Since I want to add many more models in the future, I thought I'd take some more time to find proper way to handle that and added a small new interface which will allow me to load models with the characters in specific spots on the furniture with various animations. It's not only useful for chair and animations but also for other furniture such as tables to make sure their are all the same height since I'd like to add stuff on them in the future, like plates and cutlery when characters are eating or documents and desktops on work table or beds to make sure lying positions and animations will adjust properly, and surely other furniture I didn't think of yet. It'll be much faster now compared to before when I had to handle a lot of this manually.

I'm almost done now but since it's already almost the end of the month, I thought I'd also spend some more time to furnish the existing rooms with more furniture as well as give the dean a proper desk and chair.

So v0.12 will be released before the end of this month next week.

Sorry for all those delays, hopefully everything will get faster once I have the proper tools available.

Thank you for your patience and support!

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Glassix 2 v0.12 delayed a bit & Dev Log #10: Breasts Physics & Some introspection

Hi guys!

Just a heads up I'll be a bit late to deliver Glassix 2 next version this time around. It's quite due to procrastinating and moving my ass at the last moment this month (as always :x) as well as being side tracked by ideas for the game I wanted to implement unexpectedly.

Regarding the procrastination problem, the lame excuse I have to use is being a bit blank headed when needing to write the actual text lines of the scenario. I know where I want the scenario to go, I know how to split it in smaller events but when it's time to write those events text, I have to confess my mind struggles a bit, being more of a dev guy. It was easier with Glassix 1 when I started back in 2016 being young and horny (plus later on, 90% or more of the content was written by CarpeNoctem allowing me to work on the code instead) but being older and wiser (Not sure about the last one though lol), it's harder for Glassix 2, and being in the early stage of development and 3D, receiving external help is not possible currently. There's also the fact my situation vastly changed during those 8 years, starting back in 2016 where I was single and living in a small apartment while being married now with two kids and a loan to pay back...

Anyway, I'll get there in any case, just more slowly. I'm also planning to add a new restaurant building for v0.12 and setting up all the models and textures are bit more time consuming than planned (I want to have a staff welcome party at the restaurant for v0.12) which is another reason for the delay :x

Meanwhile, due to my dev mind, I kinda got more interested in adding breasts physics to the game which is now working quite nicely in the game and I've prepared the video above for your to see. I'm planning to add some manual hand grabbing there too as well as some butt action if possible... We'll see.

I apologize for this delay once more. Campaign support has been falling (due to my own laziness and the change of style with Glassix 2, this is understandable) which also forced me to find more work elsewhere reducing my available time on Glassix 2 even more. This situation might keep occurring for the next few months until Glassix 2 is more fleshed out so the current next versions might lack in content. You might want to think about this and decide if it's still worth supporting or not until then. Support is always welcomed and needed but I am myself aware the current monthly state of the game might not really be worth that much money yet (Though you do get my other games in the deal but that would only require a one time donation for access).

I'm aware this post is kinda like shooting myself in the foot but I prefer to be honest with you all. Actually, campaign support dropping is a mix of dread and relief for me. On one side, I lose money which I need to live, obviously. The other aspect of this also feels like I have betrayed your trust by not delivering good enough content each month which I can only apologize for. However on the other relief aspect, I do feel less pressure to deliver large amount of content for the month (not that I plan to deliver garbage content just for the sake of the money but more about going at my own pace, which was one of the main reason I started a Patreon campaign, being free to work whenever I want, a feeling which somewhat disappeared, replaced by a more classic employment schedule with stuff to deliver on the clock). I'm also thinking about diversifying and work on some normal game project on the side (currently am actually) since working on porn game is nice and fun but hard to place in a family discussion lol. Having a normal game to be proud of would be a relief too. I actually do already have 2 normal 2D games out there but kinda low quality, I'd like something I can show off now that I am more familiar with 3D an Unity. I might advertise it here later here too and offer some free keys if it ever gets released on Steam to old time patrons as an extra thank you. Not sure if it's wise or nice to do it this way but hey, I'll do it my way anyway.

Ok, I'll stop the self introspection post here but at least, you know what's in my head at this time. I'm NOT planning to drop Glassix 2 at all, I still plan to make it the best adult 3D simulation game out there (not in term of graphics though, but gameplay, yes!). It'll take time but I'll get there, though monthly content might not have as much as before I'm afraid. I'll have to update my front page campaign to reflect that.

I thank you all for your patience and support and apologize again for these changes. I'm open to refund for any patrons feeling cheated as always, just drop me a message. My aim is and has never been to take free money from my patrons only adequate exchange.

I wish you all a nice day or night!

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Glassix 2 v0.11 PUBLIC release

Hi guys!

Info & Download links

Enjoy!

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Glassix 2 v0.11 released to Supporters

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Info & Download links

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Poll results

Hi everybody!

Poll results over there! 

So you guys (actually, 9 of you out of the 200+ patrons lol) voted for the Newbit story line content. A nice decision, changing from the usual new feature with no content update as of late.

Regarding the story for our first Glassix 2 scenario, I'll go the usual way which most of you can already guess and here is a brief introduction to the Mercer family.

John Mercer, the Dean of the university, is the big shot of the city owning lots of the buildings around there and really proud of this fact. He'll never fail to remind people of this when the occasion occurs and will often act upon this dominance to entice or abuse younger women, his favorite target being his daughter-in-law, but not the only one.

His wife, Grace Mercer, is a gentle elder women usually staying at home and despite her fortune, feels quite lonely, abandoned by her husband. She is quite oblivious to her husband's schemes.

His son, Michael Mercer, is the usual buff teacher wanting to impress younger girls, maybe even going for his own son's girlfriend for the sake of asserting his dominance... Despite having a gorgeous wife, he prefers the thrill of the hunt over a tamed prey...

His daughter-in-law, Sharon Mercer, married Michael when they were young and out of love, not for the money. Little did she know who her husband and future father-in-law really were underneath their public masks... She is now stuck in the situation, bearing with it so far, not sure what to do in the future...

His grandson, Tyler Mercer, actually idolizes his father, wanting to be as strong as him in the future, not aware of his father's intentions towards his girlfriend...

His granddaughter, Emme Mercer, is a naive young girl, suddenly discovering some romantic interest in her new teacher...

And then, there's the main character, Harry Nelson, who you'll play as who is new in town and will have to make decisions and turn those characters' lives around. This story will offer two main paths: Siding with the dean, where you'll submit to his authority but get endless rewards, be it monetary or younger flesh, or siding with the secretary, leading to a story of freedom and potential new romance... Each path would have additional branches which will impact additional characters in the end.

For next version, I'll try to introduce all of this in the game over the couple first in-game days where the MC will have closer encounters with those characters and as time goes by and the MC realize what's happening, choices will occur and let the player which path to engage on. I'd like to keep it simple for this scenario so the main path will be chosen quite early, though extra sub paths will be chosen after that to give more variety in the ending.

Due to the nature of the game offering a large amount of possible powerful spells, such as mind control or possession, some spells might be restricted during certain scenarios or some important characters might be immune to some specific spells. For example, once the possession spell is implemented, it would be possible to take control of a character and make him quit his job or take all his possession (I still need to think how to limit these powers but overall, I'd like to keep magic as a really strong help)... Since that would fuck up the scenario, such restrictions would be necessary. Free Mode would have no such restrictions so you'd be able to go wild there.

Completing scenarios will offer some large amount of karma points to unlock new spells making subsequent plays easier and I'd like each path to offer full reward but after that, reward would be lowered to entice players to try other scenarios if they want to grind karma points faster. There will also be various side quests during the scenario but it'll be limited to the scenario's story. For example, the Newbit scenario focuses exclusively on being a teacher and losing your position in the university will lead to a game over. Side quests will then have to be related to that story, so for example, we could have side quests which would force the player to change jobs which would then, not be offered during this scenario but would be during a Free Mode game.

Working on this scenario will also force me to add new buildings, like some bars or shops so the player can meet the characters somewhere out of the work place or home. I'm aware the current rooms are feeling quite empty and I plan to add more decoration in them now that the game is a bit more stable. And I'll add those new buildings little by little as the story needs it and try to make them interesting.

This scenario will also involve more characters in the future (such as the grandson's girlfriend mentioned above) which will require their own character cards and fixed story, unlike the usual randomized NPCs. Those characters will add more controlled flavor and more choices to the story but ultimately, the ending will be one of the two mentioned above.

Well, time to move my ass and work on that now. Thanks again for the 9 patrons voting and don't forget the less voters, the more your own vote can change the result so don't miss the next one ;)

Have a nice day!

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Glassix 2 v0.11 released to Fans

Hi guys!

Info & Download links

Enjoy!

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Glassix 2: Poll time!

Hi guys!

Vote this way! 

It's time to start adding some actual content to the game rather than some features for once! So here is the poll to let you decide what should be the focus this month. Options are pretty straightforward and  :

  • Newbit storyline: Discover more about the Mercer family as you adapt to your life in a new city and new job as a junior professor.
  • Toilet events: Have fun with NPCs while they're doing their business, they might let you watch? Or a spell could fix the situation too. New sex animations will be added, mainly involving the girl sitting obviously.
  • Shower events: Surprise them while they're stark naked! Maybe they'll let you join them? New sex animations included, standing ones I guess?
  • Sleep events: Let's be sneaky and... break the law... Luckily, it's only a game so we don't have to feel guilty. Depending on various variables, they might be easier to wake up or their partner... Also with new sex animation, can you guess which type? It would also add proper usage of the sneak and lockpick skills.
  • Possession spell: The last Glassix 2 poll was last early year, May... Time flies... Anyway, the possession spell tied in 3rd place at that time but I couldn't add it so here it is again! This one would include some girl on girl action and would unlock the ability to play as a girl.
  • Strip club: This one is new, I wanted to offer a fresh option. This one would involve a new business, new jobs, animations, building, furniture and characters. It will be added to the Newbit map too and give access to something fresh. Become a stripper there to pay your rent or be the owner and hire girls (or men?) to get more customers. This type of business, unlike a university, would require a new Popularity gauge which would be based on employees skills and later on, the building and furniture quality.

I'll limit the options to those only despite having lots of more stuff to add to the game, but it's better to keep it focused. Depending on the result, I might be able to add more than one for next version. The general idea is first to add basic content related to the winnings options and once the game is more stable, add even more options to the already added choices.

I'll also try to improve basic existing stuff, like add more decoration in rooms and making girls expressions during scenes more diverse.

Let the vote start!

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Glassix 2 v0.10 PUBLIC release

Hi guys!

Info & Download links

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Glassix 2 v0.11 released

Hi everybody!

Download links 

Changelog

  • Added skill experience gain with work action for player based on skills, spells and mentor
  • Added daily skill experience gain for NPCs based on skill and mentor
  • Added skill level up system
  • Added new panel to edit slot bar actions
  • Added new hire, fire and promote buttons in business panel
  • Free Mode doesn't require citizens to have jobs to be able to start playing anymore

Here is the new version of Glassix 2 in which I focused on the skill, skill experience and actions features.

Regarding skills, the process is pretty standard, gain xp while doing certain actions and once you have enough xp, you level up automatically. Having higher skill level will give better job opportunities and will often be used in events to check if an action succeed. They are dependent on the attributes of the character, meaning if your character has shitty attributes, he won't be able to level up the skill to a very high level and will be stuck in mediocrity! But luckily, that's where magic comes to the rescue and will help make the game easier even for normally lost causes :D 

Glassix 2 is aimed at being a simulation which reflects real life (with a drop of magic) which means normally, skill xp will be earned very slowly, usually taking 10-15 years to level up to max level, something close to real life if we want to be considered a master in a certain skill (Depends on the skills though but for simplicity, I set all skill at the same level. Though it's easily possible to edit values in the XML files to better reflect reality). Some skills, spells or items will make this process much faster and cumulates so you could be 2-3 times faster than normal (again, this boost can be changed easily in the future if players want to customize to their own preferences) and add to that the mentor feature, such as teacher for students or a trainer at the gym which can boost up to 3 times again the value, depending on the skill of the mentor again. Depending on the scenario, it might be useful to take some classes before finding a good job :D

Now, I already anticipate the kind of grind this can bring, similar to what we have in Glassix and I plan a simple feature to skip several days or weeks or months at once,  to reduce the grind and getting large returns, be it in quick money from your salary or skill xp from working, though less than if you had been going day by day. A simple character focus to this would also allow you to pick up some citizens you'd like to befriend or make more obedience during this process so the grind will be reduced even more. I still need to organize my thoughts on this to make it work flawlessly but I'm letting you know just as a heads up ;)

Back to the slot bar feature, you can now change the actions in the slot bars. This time, I tried to make it more engaging than my other panels with some drag and drop (yeah, basic feature I know but still new and interesting to code for me). There are two different slot bars, one in city mode and one while inside a location, each having their own actions coming from basic actions, spells, work and more in the future. I'll add multiple slot bar to both interfaces in the future when there are more actions which can be switched with the usual up/down arrows so players can organize that better when one slot bar won't be enough.

Finally, I've added some basic hire/fire/promote buttons inside the business panel if are working in said business and if your job allows you such actions. At the moment, NPCs won't react to such actions at all, similar to setting up the city in Free mode. I plan to add actual slot bar hire/fire/promote actions so we can get specific events related to the target skills, personality and what not with different reaction such as refusal if they have a better job or don't like you and so on. Lots of possibilities there but I was too short on time this month due to Chinese New Year (Yeah, I get both Christmas and Chinese New Year being French and living in China lol).

The UI is currently still barebone, notably for the slot bar edit panel (I was planning to add a filter to the list but considering the number of current actions, I decided to wait until there are more). I do plan to improve the existing UI later on but not a priority at the moment.

The basic and most urgent features of the game being mostly done, I'm planning to organize a poll next week to let you decide what actual content you want in next version.

Let me know if you have some feedback regarding those new features. Thanks for your time and support!

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Glassix 2 v0.10 released to Supporters

Hi guys!

Info & Download links

Enjoy!

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Glassix 2 v0.10 released to Fans

Hi guys!

Info & Download links 

Enjoy!

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