PURE ONYX - June 6 2019 Test Release (Patreon)
Content
Hey again!
Here's the next test release for Pure Onyx!
We've added the Splicer boss on Waves 10, 20, etc., as well as the new Chain Splicer enemy. These units are using placeholder animations (they aren't rigged yet), so keep in mind that their motion and FX will improve significantly once we get to rig them. They also will get additional moves and sound effects, but overall they're quite functional.
Be sure to check out the new known issues. The list is growing, but a lot will be knocked out once Mr. Kittyhawk's new AI system is introduced.
SOME TIPS!
Both of these enemies require that you learn to block-- especially since Onyx doesn't have her full move set and isn't super mobile yet. The boss has a dash attack that is unblockable however, so when you see him winding up like he's about to start sprinting you need to move vertically to get out of his way.
Also, the whole "jump kick everything" technique won't work on Chain Splicers since they will simply knock you out of the air. For these guys, you either need to stay far away from them while you take on Thugs, or go all in and charge them while stopping to block their chain attacks. They will retreat if you are too close, so knock them down if you can.
Thanks in advance for your feedback!
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PURE ONYX - June 6, 2019 Test Release
CHANGELOG / FIXED BUGS (since May 7 test release)
- Added basic versions of the Chain Splicer enemy and the first boss. They currently have limited move sets and are not yet rigged for full animation.
- Added a new H scene for the Splicer Thug (this is an updated version of the animation released in the May 11 Inner Circle release).
- Onyx's real skeleton has been added, allowing for Spine animations during regular gameplay. There's still work to do to get animation blending behaving properly on her though, so we've disabled it for now.
- Added Onyx's Idle animation and updated the Walk animation.
- Updated Onyx's move set artwork.
- Now that Onyx has a shadow, we've removed the colored markers from below the characters.
- Redid the services that reset game data when the level loads, and re-enabled 'Return to Main Menu' in the pause menu.
- Resolved some of the AI hang-up issues.
- Draw order for characters engaged in an H scene is now correct
- Input now works for keyboards on the Game Over screen
- Added various sound effects
- Improved the code for spawning enemies to accommodate the new variety, and for enemy reinforcements mid-wave.
- Added code for updating enemy portrait
- The camera now centers on the action during H scenes.
KNOWN ISSUES / TO DO
- NEW: Interrupting a Chain Splicer’s wind up doesn’t really interrupt him (he’ll attack anyways once he recovers).
- NEW: Boss' axe swing SFX are not playing
- NEW: Boss' AI can hang if he is hit at a very precise time (which we haven't figured out yet)
- NEW: Killing the boss' summoned minions after he dies can result in an issue where they don't play their death animation or despawn (this is only a cosmetic issue).
- NEW: Boss is missing some shadows / still has some sprites that need finalized.
- NEW: Boss currently does not defend (to prevent an AI issue)
- NEW: Chain Splicer’s attacks continue playing during Pause
- NEW: Enemies change direction while on the ground when killed by a stomp.
- NEW: Visual FX sometimes don't play on the stomp attack.
- NEW: Enemy portrait/health gauge doesn't clear after restarting the scene.
- Enemy animations have not been tweaked for the new physics engine. When knocked down they appear to pause in mid air briefly.
- The H system is functional but not at full quality. Transitions are not in place yet and animation quality isn't 100% yet. H sounds are basic until we extend our audio capabilities for the H system. Enemies don't have a grab animation yet, and there's no cue to avoid it, so it's very jarring when it happens.
- There's no kind of lust system in place yet, so for now grappling difficulty is randomized. It's currently much easier on a keyboard.
- We still need to add most of Onyx's move set animations.
- For now, when an H scene ends, it loops back to the struggle portion.
- The input system is in transition while we adjust for the physics engine. In general it does not feel good yet. For now there's a small but noticeable lag in movement that exists to prevent physics anomalies, and Onyx flickers between some poses (this is where transitional animations will happen once her actual animations are in place).
- Jump and knockdown physics haven't been tuned.
- Enemy AI occasionally hangs in Idle state until they are hit.
- Jump kick only damages enemies immediately after it's triggered, as opposed to the standard behavior of hitting all enemies in the way as Onyx falls.
- Punches thrown immediately after a struggle scene do not land.
- Enemy punches sometimes miss Onyx.
- Enemy AI produces some anomalies during H scenes.
- Onyx can get launched way into the air if she gets knocked down right as she jumps.
- Onyx teleports to the ground if she gets killed in mid air.
- Onyx being knocked down in the air can cause some anomalies.
- Enemies can stunlock Onyx by attacking while she's standing up. They need additional behavior logic for this case.
- Onyx can appear in both Defend and Walk poses simultaneously.
- Liquid particle FX in H scenes currently do not render at the correct depth. They render behind all characters right now.
SYSTEM REQUIREMENTS
Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to eromancergames@gmail.com ); we’re still in the early stages of gauging system requirements.
CONTROLS
Keyboard:
- Movement = Arrow Keys
- Menu Controls: Confirm = X, Cancel = Z
- Punch = Z
- Kick = X
- High Kick = X + X
- Ground kick = Down + X
- Defend = C
- Jump = Space
- Zoom In = Left Shift
- Zoom Out = Left Control
- Skip H Animation = Z / Space
- Escape = Pause Menu
- F1 = Toggle Debug Overlay
- F2 = Toggle Vsync (not recommended except for testing)
- 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