Pure Onyx - Inner Circle October Test Release (Patreon)
Content
We’ve got the first playable test of Pure Onyx ready for you :D.
As I mentioned in the last update, this is a pretty barebones functionality test. It’s brief, is still using the character sketches for artwork, and probably more clunky than fun – but that’s where we need your feedback :D. Feedback on things like movement speed, jump physics, camera distance, etc. are all valuable at this stage so we get the right feel. The UI will get prettier for sure, but let us know if anything is wonky with it.
Be sure to check the known issues out below – especially the first two. The first major issue is that you may need to run the game as Administrator the first time you start it (let us know if it works without this on the first startup). The second issue can make it seem like the game is stuck, but you may simply have to move to the right-most edge of the screen to trigger the next wave. One area we’re very aware needs work is the AI; they currently just kind of home in on you. The player moveset isn’t quite complete either. We intend to have a more legitimate combo system, potentially a grapple/throw mechanic similar to Streets of Rage/Final Fight, a dash / dash attack, and a crowd control special attack.
Download the Pure Onyx test release here!
We’re planning on the full monthly release to be in the 2nd week of November. This will contain any improvements Mr. Kittyhawk can put together, but will also contain Onyx’s higher quality artwork. We may also have this first Splicer enemy’s higher quality artwork ready as well – if not the shading then at least the line-art. I say “higher quality” since we’ll probably still need another pass for some details and rim lighting on most of the images. This will all still be strictly frame-based animation and not Spine-based, meaning we won’t have the fleshy bits jiggling and such quite yet.
Speaking of Spine –Limbo’s friend Kitsune will be joining us to work on Spine animations, which should give us a pretty solid pipeline for character artwork.
SYSTEM REQUIREMENTS
Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand.
KNOWN ISSUES
- If the game crashes, run the game in Administrator Mode the first time you start it. To do this right click on ‘Pure Onyx.exe’ and select ‘Run As Administrator’. If the game doesn't crash on your first time starting up, let us know :D.
- Sometimes the next enemy wave isn’t triggered automatically. If this happens move all the way to the right of the screen to trigger the next wave.
- AI sometimes defends forever.
- Player freaks out when brushing up against the far-left wall
- AI sometimes gets stuck trying to walk into the player
- Splicer walk animation looks pretty ridiculous (so does their current death pose, but that was intentional)
- When the game begins it behaves like it’s loading the level twice (music starts twice, and so forth). This will be fixed once we add a proper level loader.
- Camera offset on the far left and right walls doesn't account for camera zoom
CONTROLS
Keyboard:
- Movement = Arrow Keys
- Punch = Z
- Kick = X
- Defend = C
- Jump = Space
- Zoom In = Left Shift
- Zoom Out = Left Control
- Quit = F12
Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4**
** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)
BUG REPORTS
If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug.
- Operating System (if Windows, tell us 7/8/10, etc.)
- Screenshot if applicable
- Can the bug be reproduced? If so, tell us how!
- OS language if different than English
New Artwork!
We’ve also got some new character artwork to show off! We’re still getting the hang of things a bit, but we’re settling into the style and our pipeline. The two most complete poses we’re showing off are just about where we’ll leave them for the November release, but there’s some additional work to be done on shading and especially the hair still.
As usual, feedback is appreciated :D.