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Hey guys! 

We've got some big news, and I don't want you to get a false impression, so please read this entire post. This is one of those points where your feedback is highly valuable, and I encourage you to ask questions and discuss!

Right now, we have no other source of income than from Patreon, and it's creating a problem. We're cutting our teeth on something both advanced and unique, and every decision we make is inherently risky. That risk is basically being pushed entirely to you guys, which isn’t good. We're also doing a ton of world-building, writing, concept designs, and all this meta stuff on top of our technology overhaul that's obviously become a drag for a lot of people. And all the while we’re significantly understaffed for a project of this scale. 

As necessary as it currently is, I don't want patrons to feel obligated to continue supporting every month when there's not new playable content. The solution however is difficult because MATM has a long way to go before it will see retailers, meaning if we continue down this path we will continue to rely on you guys for a long time to come.

We've therefore come up with a plan that should alleviate all of these problems and more.

The goal is to take part of the team and get a very fun and accessible side project built in Unity with a much smaller scope than MATM to you and to retailers ASAP. As it so happens, we currently have the golden opportunity to do this, as Steam has opened its doors to adult content. We all know that the adult game world is fickle, and that these doors of opportunity often close, meaning we have to make this move now. This in no way means we’ll sacrifice quality – it just means we’ll be very busy!

The game will take place in MATM's world, and act as an introduction to MATM's setting, the theme, the denizens of New Babylon, and even some of the characters. It will require MUCH less overhead development time, and what you'll see in this update is from only two weeks spent on pre-visualization.

This will do the following:

  • Allow us to get a stream of playable content to you much sooner
  • Provide us the funds to grow our team further, without making you feel like you're being held hostage while we thrash away at not fun but necessary stuff on our main project
  • Give us time to build assets for MATM, and for TK and APL to finish the tech transition / rigging technology we need for MATM
  • Allow us to push forward with MATM's world-building, enemy and character concepts, and setting, all while we work on this new project.


WHAT IS THE NEW GAME?

The game will be called Pure Onyx: A New Babylon Tale. It will be an arcade style beat 'em up game (Final Fight, Streets of Rage, etc.) developed in Unity. It will be fully animated, with animated in-game H content, and with the messy finishers you’ve come to expect from us. The game will take place during part of the story of MATM that you don’t get to see from Malise and Neon’s perspective. You'll play as Onyx while she traverses the mean streets of New Babylon, fighting enemies including the Splicer gang, the Syndicate, biomonsters, and more. 

The game will contain approximately 5 full, varied levels, and if the reception is good we will consider expanding it in a variety of ways. 


HOW WILL WE DO THIS?

We're drawing this bitch by hand! Sort of. 

We'll be using a combination of 3D and film techniques we've learned over the course of working on MATM to support what will be a mostly 2D game (check out the action in the game Dragon’s Crown, then think about what it would look like as an arcade-style Ghost in the Shell / Akira inspired game). The characters will resemble an anime version of the old art style of MATM, just more professionally done and much less awkward >_>. The goal is to use a style that has less back-end overhead and doesn’t require additional complex 3D models for characters. This game will have a much smaller scope than MATM, and thus will require fewer assets in the long term, making brute force techniques like hand-drawing more practical.

As it turns out, Mr. Kittyhawk is proficient with Unity and C#, and since this genre is so well-defined he already has many of the core mechanics and systems functioning. Limbo will likely be joining us full time as soon as possible. He and I will be drawing the characters, and I’ll be using Spine to animate them (you can see an example of my first efforts in the teaser video). We will be using our 3D character models where applicable for assisting us in posing and shading. Ubercharge will assist with rendering 3D elements that we can use in the level design compositing process.

As far as Patreon goes, the current structure will likely remain the same, you’ll just be treated to content for both games. We’ll continue to update you on our MATM progress as usual. I’m separating that content out from this update for this week since this is a lot to digest, so you’ll see another IC update in a couple of days.


WHO’S GOING TO DO THIS?

All of us will likely contribute, but the core team will be myself, Limbo, Mr. Kittyhawk, and Ubercharge. AltairPL will continue his work on MATM’s URGE engine full time, and TK will continue his work on the Maya transition for MATM. I’ll obviously still be working on MATM as well, as will Ubercharge, but our primary goal is to get playable content to you and secure additional funding as soon as possible via Pure Onyx.


HOW LONG WILL THIS TAKE?

We’ll have a stream of playable content ready for you much sooner than it will take to get the next major version of MATM ready. Give us a couple weeks to get our boots on the ground and develop a rhythm. This has already come together a lot faster than we were hoping! We were originally planning on working on this behind the scenes for a while to assess the situation, but I decided against it since this is on your dime, and you should know about the process as soon as possible. 


SHOW US THE GOODS

Here’s a bunch of stuff we’ve developed from the past two weeks of pre-visualization. The overall theme is in line with what we’ve been up to, but the style will resemble 80s/90s anime, including some of the trashy aspects like color palette and seeing it on old CRT screens in VHS.  We’ve been heavily referencing the original Ghost in the Shell anime and works by Shirow Masamune. 


Onyx Styling

Here’s how the Onyx sprite will likely be drawn. We were considering giving her entirely hard shading to be more in line with the retro anime theme, but figured a concession was in order since soft shading simply looks way more polished for hentai. 


Onyx Poses

Limbo has started on some sketches for Onyx’s poses. We’ll need to draw her sprite a bunch of times to create the base poses, which will then be broken down into layers and animated with Spine. 

· Onyx Test Pose Sheet


Enemy Sketches

Limbo has also been creating some sketches for basic Splicer enemies. I’ve already created a test rig in Spine and have a basic idle animation working for one that MW is working with in-engine. You’ll see a lot of sketches at this level of detail for a little while until we get combat feeling good (of course you’ll be asked to help provide feedback on that as soon as we’re ready :D).  


Video Artwork

The above video is the closest thing I’ll be showing today to what we expect the finished artwork to look like. The environment artwork will be constructed in 3D, at which point we will do multiple render passes to assist us in painting the final artwork. We will likely need a few more weeks to experiment before we can get some vertical slice images of the final look. Details impractical to create in 3D will be painted by hand.  We’ll likely be using this scene as the title screen by the way :D. 

· Video Artwork High Res


Original Style and Lighting Mock-ups

Here are the original mock-ups I made for visual styling. We were originally considering a black and white game, and while more stylish I don’t think it’d work well for hentai. We were also originally considering using full perspective, but decided the classic beat-em-up camera angle is better for retaining the feel of the genre.

· Original Style and Lighting Mock-ups


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That’s about it for now. We’ll show off some in-engine footage as soon as we get some animations in place, since right now it looks really goofy with everyone sliding around. 

Obviously, I don’t expect everyone to be thrilled with this whole idea (especially those of you who may not like the game genre or Onyx), but from a practical and financial standpoint I feel knocking out a project like this is the best course of action to give us time to round out the back-end stuff with MATM, as well as springboard us into a position to work on it at a more satisfying pace.  Ultimately, this is what we should have begun with all along.  

Anyways, like I said above I figured I'd give you all a day or two to digest this before we do our MATM IC update.  For now, discuss! 

Files

PURE ONYX: A New Babylon Tale - Teaser

Comments

Spencer

If game comes out in the month or so I’m fine with it and seems like a good ad for the patreon and hopefully get more supporters because I have no idea on how people would find this patreon normally

Jacob Larson

You shall continue to have my support for as long as I can keep giving it!!!!

Mostacho

I think the idea and the time to realize it is very good. I can only hope that it will also be well received outside of Patreon, because I would not like to see you doing a lot of work for nothing. But if you can publish it through Steam, you might not only find more buyers, but also active supporters of MATM. I've been a supporter since 2014 and have become more and more sure that I made the right decision. In addition, I vote to make a free version available to MATM's long-time supporters (for at least 2 years). I wish you much success with it.

eromancer

It will certainly take longer than a month. We're still talking a full-featured game that people will feel they got their money out of, just one with a far smaller scope than MATM.

Ashiel

Given that I'd also be interested in a 2d beat 'em up, you have my vote.

Anonymous

Well, I would think that this would take time and resources off your original MATM work, but I can understand about the satisfying the funding and patrons asking for a playable release soon. It's a tough decision I understand, but some times you've gotta do what you gotta to do right? Anyway, I'll keep supporting you guys thru here, and thru Steam when you do release the 2D beat-em-up game. But I just hope that you guys won't burn yourself out too much trying to crunch things out. Take breaks, drink lots of water (or beer), take yo`ur vitamins, get enough sleep, get sufficient exercise and all that... And most importantly, stay healthy so that you can put your 100% into the great game that we're all eagerly anticipating. Lol

Anonymous

a game full with waifu onyx... give her some sweet nipples as well and then.. SHUT UP AND TaKE MY MONEY !!

Anonymous

Go for it, il suppprt any game with your quality standard !

Anonymous

Looking over these replies.. Im on board. Im not happy with the brawler playstyle though.. i feel like there are better ways to present your artwork. If i mau suggest you look over games like witch girl, shinobi girl, angel girl and make them a more approachable and basically.. Easy to decide whether or not you want to get reamed by this or thag enemy kind of game.. it makes it more enjoyable to the player in both H and non H settings of playing a game like that. Gallery mode is always a

Anonymous

Honestly i’ve been hooked on your work for a very long time ever since the first little demo for MTAM and i honestly can’t wait for this to be finished Keep it up, Proud of you 😍

Generic User

I like this idea. I think it has a lot of promise, and I'm genuinely excited to see how it shapes up.