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Hey guys!
 

Apologies for the gap in posts.  I’ll actually be making a post in addition to this one in just a few more days. What originally was going to be a test to show off one feature ballooned into a full test of our new cutscene process, which I plan on showing an example of in action :D.  Basically though, I should’ve posted this update a few days ago instead of thinking I could cram it all into one.  

Anyways, after being so late with it this month, I really want to get back to posting our monthly updates near the beginning of the month. Since we’ve been working on this other thing for the past week, doing so leaves us little time to expand the battle test release. That being said, I have a few ideas for how we can, and will update you on in the next Inner Circle post in a few days.


Battle Interface Concept

I needed a break after the monthly update, so I changed gears and worked on some concepts for a new battle interface to better fit with the new art style. I tried a bunch of variations, but this is the one I like best so far. And here is the current UI for comparison.  I’d still very much like to get a UI artist on board eventually to overhaul the entire UI theme, but I think something like this at least doesn't conflict with the new style as badly, and could serve as a stepping stone. 

Some things this concept design accomplishes:

  • Removes the now unnecessary white outline theme all over the gauges and other elements 
  • Tones down the saturation in the colors and makes them more fitting with the retro cyberpunk theme 
  • Softens elements by using darker values and gradients
  • Scales down some oversized elements

Unfortunately, we won’t be able to implement this in RPG Maker since it will likely require some shaders for the text and glow effects, so it probably have to wait for the new engine. 



Uber’s Map and HDR Processing Pipeline

Ubercharge got to work some on his map, but spent more time working with me on some things involving what I’ll show off in a few days. 

His procedural HDR processing pipeline for maps that I discussed in the monthly update helped me see how valuable it is for maintaining consistency and saving time when doing post processing. For a noob like me, amount of information available to work with in HDR source imagery is mindblowing.  Not only can we remove a lot of the grunt work for maps, but we can very quickly create some amazing procedural effects that can be re-used anywhere (here’s an effect we accidentally made that I think gives off a Tetsuo the Iron Man vibe, something we could use for flashback scenes in the story). I’m more and more convinced we should be using it for as many of the game’s assets as possible, which should be really evident in what I’ll show off in a few days. 



TK’s Armor Remodeling

TK has finished remodeling Neon’s armor, and it looks and functions great :D.  Most importantly is that it performs far better when working with it in Iray. A close second is that it looks far better in close-ups without artifacts from Iray’s displacement mapping. Among a few other details, I still have to tweak and add the displacement maps to the bump channels in order to be able to do some full quality renders, but I’ll have those for you in the upcoming post (I’ll also get to show some examples of the lights in HDR).


In the Upcoming Post…

The cutscene demonstration in the next post will be very brief, but will serve as an example for a host of new features. 

  • Simulated soft body dynamics (squishy body parts)
  • AltairPL’s Bezier curve system (smooth camera panning/zooming/transitions) 
  • HDR processing
  • A full test of our liquid process, including further improved simulated liquid, Ubercharge’s texture-based liquid maps, and proper post-processing.
  • An example of our capabilities using Adobe Premiere to compose cutscenes as opposed to doing it via code with RPG Maker.

Files

Comments

QuestionablyInsane

Sounds great! Looking forward to some cool stuff in the way of cut scenes. Just a heads up. Many of the links in you post aren't working. Something about the images containing errors.

Olinn

they work just fine for me. could it be a browser issue?

Mostacho (edited)

Comment edits

2022-12-31 01:51:07 About the UI: I think also it is the best so far: <a href="https://i.imgur.com/wrp6jXr.png" rel="nofollow noopener" target="_blank">https://i.imgur.com/wrp6jXr.png</a> I had this idea but after finish writing about i was thinking it is to much: When the value of HP/Lust falls down/raises the color changes slightly stepless to red/pink until 0%/100%. Like the bars below from dark to bright. I think it is the real best option to coloring only the bars. To the central hexagonal fields: It is cool if every single one lighted up if you have the option to use it. Amor &amp; Map: If there is the possibility to refine other elements, I am always in favour.
2018-01-27 20:24:48 About the UI: I think also it is the best so far: <a href="https://i.imgur.com/wrp6jXr.png" rel="nofollow noopener" target="_blank">https://i.imgur.com/wrp6jXr.png</a> I had this idea but after finish writing about i was thinking it is to much: When the value of HP/Lust falls down/raises the color changes slightly stepless to red/pink until 0%/100%. Like the bars below from dark to bright. I think it is the real best option to coloring only the bars. To the central hexagonal fields: It is cool if every single one lighted up if you have the option to use it. Amor & Map: If there is the possibility to refine other elements, I am always in favour.

About the UI: I think also it is the best so far: <a href="https://i.imgur.com/wrp6jXr.png" rel="nofollow noopener" target="_blank">https://i.imgur.com/wrp6jXr.png</a> I had this idea but after finish writing about i was thinking it is to much: When the value of HP/Lust falls down/raises the color changes slightly stepless to red/pink until 0%/100%. Like the bars below from dark to bright. I think it is the real best option to coloring only the bars. To the central hexagonal fields: It is cool if every single one lighted up if you have the option to use it. Amor & Map: If there is the possibility to refine other elements, I am always in favour.

Mostacho

When i opened the links in the email the pictures will show up. When i opened the links in patreon i get a HTTP 403 failure. When i open the links in patreon to get the failure and then i minimize my Browser, open up the email-links and then open the patreon-links the picures will Show up on both ways. It's totaly crazy :D --&gt; I use Edge

AltairPL

Looks like it's on imgur's side. I sometimes get the "image with errors" page, but refreshing it shows the image with no problem.

AltairPL

Not sure that's what you meant, but currently color of numerical value of HP and MP goes from white to red, depending on percentage value. If that's what you meant, you can actually test it in game. Kinda the same goes for armor indicators, which you can also test in-game (not counting recent Battle Test demo, which doesn't include armor damage).

Mostacho

Yes that it is what i mean. I will test it. I did not noticed that it is like that.

Mostacho

I tested v0.0511 again and i saw the color-changing numbers in the UI. This effect with the new UI looks cooler than the old. Also the central hexagonal fields will light-down if you can't use it or light-up if you can. It was a long time before i played it last time - i had forgotten these effects.

Anonymous

In a future inner circle update, could you make a list of planned features in the full release? e.g. amount of playable characters, amount of unique armors and weapons per character, amount of H-sequences per enemy, gamemodes (storymode and gallery mode (where you set up your own battles) come to mind) etc. I know this sort-of falls into the same trap as asking for a release date on v0.06 so I understand if you rather wouldn't.

eromancer

Sure, I can give some info right now. This release will mainly be about the art style overhaul and presenting the first big hub for the story. I wouldn't expect the mechanics to expand beyond what was in v0.051 aside from the time mode / options additions we've shown off in the battle test release, and maybe some grapple system changes. There definitely will only be the one base outfit for each character; we've spent a long time getting those ready for the new art style already and still have Malise's armor damage in 3D to figure out. There will be the most new H content of any one release for sure, but how much depends on time. We don't anticipate there being a gallery ready for v0.06, but AltairPL does have the base code for one working for development purposes. Ideally I'd like to move away from the PDF for the $5 reward and use an interactive program since there's so much artwork, and maybe implementing something like that is the answer.

Anonymous

Sounds nice so far and vor v0.06 good goals. But one question, will in the later versions the second outfits be addet? especially Neons outfit with the miniskirt and well... full biological chest is a Highligt :)

Anonymous

That sounds solid. Even more progress being made beyond what you put in the updates. "Always hold some back for emergencies." ~Garrus Vakarian Could you give a rough estimate of the plans for the full release or is that too far away?

Not your bussines

I really hope the second outfit for Neon makes it sill in the final game, imo it looks much better than the primary outfit.

Anonymous

Oh the dark blue one? Yeah I thought that was hot too.