Home Artists Posts Import Register

Content

Hey guys!

Here's the Inner Circle release!  This release showcases our work on the loot/inventory and RPG framework that we've done over the past couple of months.  Your input will be greatly appreciated!  Also, if you'd like to contribute ideas for items or equipment, please hop on our Discord (you all have access to it at this tier) and drop by the fan-suggestions channel! 

The changes in this release are the tip of the iceberg compared to all of the development tools and improvements made to the back-end.  It's kept AltairPL and Mr. Kittyhawk (our programmers) quite busy, so we have a backlog of enemies that are ready to be added.  We hope to squeeze in some additional content for the September release! 

TEST RELEASE DOWNLOAD 


Change Log

  • Added framework for interactable objects to the game world. Objects that can be interacted with will be highlighted with a targeting cursor when Onyx is nearby.
  • Added first batch of models and graphics for loot and power-up drops.
  • Added Status menu screen
  • Added Inventory menu screen
  • Added icon graphics framework and first batch of icons.
  • Added equipment to the game. Onyx can now equip and unequip gear in her 8 equipment slots (items for 6 of the 8 exist in this release). Equipment does not yet change visuals on Onyx.
  • Added prototype framework for equipment Tier and Rarity.
  • Added consumable items to the game
  • Added power-ups to the game
  • Added score/currency bonus items to the game.
  • The player can destroy items clogging up Onyx’s inventory by pressing the F key / R2 button with an item highlighted in the inventory screen. This is likely a placeholder feature until we add more functional/interesting mechanics. 
  • Added the Loot Window to the game.
  • Onyx can manually pick up nearby items and power-ups when the player presses the F key/R2 button.
  • Onyx can automatically pick up score and currency bonuses by proximity.
  • Added a placeholder drop table for item drops. Item find is very high for this test release.
  • Updated design format for menu sidebar
  • Updated Game Over screen graphics 
  • Added input device-based control indicator graphics (while using a PlayStation controller, the game will show PS icons, or keys for a keyboard, etc.).
  • Added automatic keyboard layout detection for control indicators.  If you use a non-US keyboard and get issues with how controls are displayed (in the bottom right corner), let us know!

Important Notes / TO-DO (Please read!)

  • Score / currency pick-ups are currently represented by the green cubes.  We haven't added graphics for these items yet.
  • Some stats are currently nonfunctional.  So even though you'll see attack / defense increasing on Onyx, they aren't tied into the game's damage algorithms yet.  
  • Gear drop rate is very high right now for testing purposes, and the inventory system is not finalized (expect it to fill up very fast - especially since we capped inventory size due to a last-minute UI issue).
  • The inventory is a work-in-progress.  Detailed item cards will come later, as opposed to showing stats in the description window.
  • Using consumables is clunky at the moment since you have to do it from the inventory screen.  This will be improved by the Quick Menu (you will add consumables to that from the inventory and then use them in real-time). 
  • Most of the UI is placeholder still.  The status screen and loot window are more representative of what the final UI will look like.
  • As mentioned above,  equipment does not yet change visuals on Onyx!

Known Issues

From now on I'm only going to include new and highly relevant issues in these posts, but will keep the full known issues list posted on the reward download page. 

  •  Jump may not trigger if Onyx is moving and the frame rate is low. 

Comments

Anonymous

The inclusion of inventory really adds immersion for me and I'm super happy to see the system implemented into the game. Yeah it is currently clunky with inventory filling up in seconds requiring inventory management. But as a first release this really adds to the game, I'm loving it and can't wait to see this system expanded on.

eromancer

It's a bug with the enemies' aggression parameters going out of bounds :(. That said, the wave setup is mostly a basic test environment. The actual game will have well-developed levels.

Anonymous

Had an issue where, if you delete an item in your storage, it looses focus and the game gets locked. Also possibly in the future have the option for "persistent cum" allowing you to leave cum effects on the ground afterwords rather than disappearing. Possibly add more layers to the current effects on the player character as well.