Inner Circle Update for November 8 2018! (Patreon)
Content
Hey guys!
Things are going well, and we have some Pure Onyx progress to show off as we head toward the first $3 tier release. We’ve got the latest build available as well, which includes some new features as well as a “concept gallery” accessible from the main menu where you can find concept sketches of upcoming H content. I’ll include the full list of changes below.
Walk Cycle Animation
Kitsune finished the walk cycle animation, which is the first Spine animation that will be implemented in the game (it will be in the release next week). The remaining animations will be frame-by-frame for now, but this is giving us the opportunity to get the full Spine skeletons ready. The last remaining hurdle here is simple shadow animation – something we are also doing with Spine. We have it looking pretty good, but it needs some more editing before we’ll be ready to show it off.
Pure Onyx - Latest Test Build
You can download the latest Pure Onyx build here! Here are the (visible) changes:
- Added H artwork concept gallery. This is just a temporary feature to show off ideas we are working on. Keep in mind that not everything that shows up here will make it into the game.
- Added colored/shaded sprites for some of Onyx’s poses. The walk animation isn’t in yet, so she slides around. Adding these sprites was done for internal testing, but we figured we’d leave it in since seeing the colored sprites in motion is a good indicator of what to expect.
- Added a prototype of the offscreen enemy indicator. There are a few UI changes I plan on making, including changing the icon to a simple arrow and removing the flashing.
- Added level pre-loader and prototype loading screen.
- Added prototype pause menu (with return to title menu option).
- Fixed issue with XB360 controller that would prevent the pause menu and ‘level complete’ screen from appearing.
- Edited default controls so that X (on PS controllers) and A (on XB controlelrs) is confirm, whereas O (on PS controllers) and B (on XB controllers) is now cancel.
New Onyx Artwork
We’ve finished up the line art (sans hair) for Onyx’s basic moveset – everything that will be included in the first release.
New Enemy Concepts
Limbo has been working on new concept sketches for more Splicer enemies for the first stage, including our idea for the first boss.
The first new enemy is equipped with a chain, which he’ll use like a whip similar to everyone’s favorite vampire hunter. Goofy references aside, it should also make for some fun H attacks.
As for the boss, this guy is actually a tie-in to MATM. When you encounter him, he’ll be in the middle of repairing the wreckage of Stigmata (the robot boss from the first MATM release). Not only is he equipped with a ridiculously oversized wrench, he has tentacles that shoot out of his face when he removes his mask. We’re looking at ideas where he can behave a bit like Scorpion from Mortal Kombat, reaching across the level to grab Onyx. He’ll no doubt call on lesser Splicer henchmen to join in the fray, rounding out what we think will be a solid first boss encounter.
Last but not least, Uber has been working on block-outs for the first level and some remaining workflow related things we needed taken care of to begin the 3D aspect of our level production – things like camera and rendering presets, as well as fog and rendering layers.