Inner Circle Update for January 27 2019! (Patreon)
Content
Hey everyone!
I was hoping to start getting Onyx into Spine by now, but I’m still working on her moveset artwork ☹. We have quite a bit to show off nonetheless! That being said, I’ll have another update for you tomorrow with a finished frame from the H artwork set for you to check out!
Vioreaper Final Design + Bonus
After another day of poking at it, we’ve got the final design for the Vioreaper! Limbo also developed one of his early ideas for an entirely new biomonster enemy we’re simply calling a Charger for now. Let us know what you think!
- Vioreaper Design - Full Resolution
- Vioreaper Pose Sketches
- Vioreaper Scale Test
- New Biomonster Enemy!
Tunnel Map Concept
We’ve got a concept to show you for the tunnel map I mentioned last week! It’s a bit messy – we were expecting to show off a 3D concept, but Uber’s computer is out of commission as of yesterday and he’s waiting on a part to arrive =/. The idea is that Onyx will first encounter some Splicers that were attacked by the Vioreapers, and beyond that will be a nest that spawns them.
Onyx Edits
I figured I’d run these changes by you guys to see what you think! Among other stuff, I’m working on making Onyx’s face more attractive where possible. What do you think of this change to the idle pose? I’m also considering removing the animal print from the shirt simply because it’s very detailed for this style and makes the folds in the shirt unreadable. I may make the shirt color brighter though so it's still the focal point. Yes/No?
Mr. Kittyhawk’s Unity Update
Hey guys, most of what I’ve been working on has been behind the scenes, so not a lot of visual progress to show from me this week. When we started prototyping this game, we picked up a few third-party libraries and plugins for Unity to get us off the ground. As we’ve pushed through into building the less generic technology the game needs to function. It’s become time to move out of the prototyping stage and thus code more permanent solutions. A lot of the current bugs and limitations are due to unstable code and clutter originating from these plugins. So, I’ve been gutting the code we don’t need, and building the systems back up in a way that’s more specific to what Pure Onyx should be. The animation system has already received a complete overhaul -- it’s no longer possible for it to desync animations from characters and draw multiple poses at once (This was only happening in rare cases, but it shows how unstable what we had was), and is now ready to work smoothly with the H system once the art is done. Physics, AI, and Combat, are still in the middle of being reworking to handle our upcoming needs.