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Hey everyone!

We've got some new progress to show off for the upcoming Pure Onyx release, which should be ready within the next week (probably by the end of the month) for the Inner Circle tier.  Here's a brief summary of the more significant changes you can expect:

  • We'll be adding the Splicer Boss for combat testing 
  • The enemy wave system will continue to function past Wave 50
  • Massive improvements to input performance, especially for non-60 FPS systems
  • Adding boss encounter music + a boss health gauge
  • Adding background/ambient sound support

We're currently working on an H scene for the Splicer Boss, and with some luck we can get that into the wider release in December.  We've made quite a few improvements to Onyx's fun bits for this one, which I'll explain more about below :D.

Topics for this Update!

  • Splicer Boss Preview
  • Larva Worm Enemy WIP
  • UI Animations!
  • Onyx's Rig Improvements
  • APL's Input Improvements
  • Localization Progress


Splicer Boss Preview

Mr. Kittyhawk, TK, LewdK, and I have been getting the Splicer Boss ready for the release over the past couple of weeks @_@.  His first iteration is just about ready, and I have an animation preview to share :D 

Street Lord Wraxe Animation Preview Video!  

Currently his only skills are slash attacks, a sliding thrust (has long range), and a summon ability (the shout in the video) that summons a pack of Thugs and Runts, but we will be adding a grapple skill for him in the December release.  We'll also be adding a polished death animation then, since we haven't gotten it wrapped up yet.

This boss exhibits our first test of enemy friendly-fire, and it's pretty humorous to watch him plow down his minions to get to Onyx :D.  For later iterations, we had the idea that he could actually grab a runt and throw or kick him at her (Runt Punt!) for a ranged attack.


Larva Worm Enemy WIP

We're making good progress on another new enemy!  

These guys differ from existing enemies in that there are a few variations to them based on their scale.  They will likely normally be found in packs, with the variations exhibiting different behaviors and attacks, contributing to what could be a chaotic encounter if they aren't shut down quickly.  Area of effect skills will be most effective against them, as long as the player risks getting in the middle of the pack.  

Some ideas for their attacks include spitting acid that damages clothing durability (thanks Inner Circle guys for that), leaping like popcorn at Onyx so that she has to punch them out of the air, and for the big fatties, rushing at Onyx in a flurry-type rage.  We've also considered the idea of the big ones inflating on death and exploding like a bomb.  It may be fun if they sometimes spawned by falling from above onto Onyx as well :D.

TK finished the rig for these guys just a couple of days ago, of which you can check out a small demonstration that he made here.  He's currently working on a more docile and sucker-like alternate head model.  We decided the "teeth out" look will probably be for the bigger ones once Onyx aggros them :D.  


UI Animations!

I've been looking to add more 3D animators to the team, and during my search I got a response from an artist that happens to be both experienced with Unity and great at 2D animation for user interfaces.  This happens to be something we really need, so I brought him on to experiment!  Everyone welcome Brum to the team :D.

Over the past week he's been working on animation designs for our upcoming UI revamp.
He and AltairPL have been working together to figure out integration specifics, and so far things are going quite smoothly.  I've included a GIF (low FPS unfortunately) showing off his WIP functioning in Unity.

On a related note, I plan on making a push in December to work toward more complete UI designs for the remaining menus so that Brum can continue onto those.


Onyx's Rig Improvements

TK has been making a number of improvements to Onyx's rig while we've been working on the next H scene.  This mostly came about from a need for her to take in telephone poles, but it's been a great test of all of the rigging work he's done up until now as well.  Some of the improvements include:

  • Manual hip and thigh corrective adjustment layer (allows for detailed editing of her joints when automated skinning solutions produce iffy results)
  • Joint-based abdomen distension (allows for fine detail and variety of shapes) 
  • Stylized inflation of lips 
  • Ability to widen groin area to match size of whatever she's taking in @_@


AltairPL's Input Improvements

A lot of APL's coding work this month involved development of his input wrapper -- a layer around Unity's input system that we can easily build on and that can communicate with our other game systems and database.  It allows for new features that will show up in upcoming releases.  Here are some of the highlights of its development:

  • Added localization (languages) for input commands 
  • Added binding at runtime (will allow for rebinding controls) 
  • Created new input test environment (shown in screenshot above)
  • Integrated input commands with our database

Another related area that APL worked on was decoupling input from graphics.  The results of this will show up in the next release in a few days. 

  • No more dropped input.  Jumps and attacks always fire now.  
  • Power attack (heavy punch), performed by holding punch, is less sensitive now.  Should be harder to accidentally perform (annoying since this plants Onyx in place).
  • Onyx should now never moving after you've released the movement key/button.
  • Onyx will no longer fire off a jump or attack when you exit the menu

Keep in mind these improvements don't make combat great yet.  We have a hefty list of things to do in that area, but I think everyone will notice the game feeling significantly smoother after these fixes.


Localization Progress

AltairPL has slowly been adding localization capability to the different UI components.  He speaks Polish, so we're naturally using that as our test language :D.  It's a pretty big process that includes converting images to dynamic text, ensuring fonts work for the language, and so forth.  You can find a couple of screenshots of his work in that area in the gallery at the top!

Files

Comments

Neil

Loving the input changes it’s really gonna help in the long run 👍

Anonymous

Very awesome updates! Keep up the great work. Definitely most excited for the bio-monsters, especially the worms. Will the larva worms have some kind of ability to cumulatively attack Onyx? I feel like it would be cool for them to be able to work together to overwhelm her.

Anonymous

There gonna be any futa or lesbian content in the future?

Anonymous

Hey there just pledge love the artwork and animation I hope you guys make Pure Onyx a great finished game.

Anonymous

Looking good!

Freeko Suave

Just a thought, but making Onyx's breasts somewhere in the realm of reality with how big they should be compared to how big they are? This game feels like it is just spinning its wheels over and over, digging a deeper hole instead of any actual progress. It is a shame since I expected more from the year since I last pledged. Then again, I am not really even here for this. I got sold on Malice and got bait and switched into this. Here's to hoping that more meaningful progress is made sooner rather than later as I watch from the sidelines over this next year.

Dee

What do you mean? They are pretty transparent on the progress they are making and it's quite substantial compared to other devs. In terms of breast size, is this your first hgame? lol

Anonymous

You are assuming these things are scope creep to begin with. Yes, development is slower than people want but the results do speak for themselves and Ero has not indicated a release date that I am aware of? Know what you are signing up for to avoid disappiontment.

Anonymous

These folks release roughly 2 new H animations a year since 2014, and that's being generous and lumping in all the H animation from MATM. Take MATM out and you're looking at 1 animation since Onyx started in....9/2018 I think? New boss animation was stated as a potential goal for Nov originally as a response to my post a couple threads back, now it's a maybe for this month which means it probably drops around February. Progress is glacial man.

Anonymous

And Venus, you've been around here for as long as I have I believe. IDK how you can say this whole thing isn't a literal case study in feature creep by this point.

Anonymous

I just got here and I think this is fine progress. I backed 2 hgames before this one and both of those took multiple years to make it to release. I don't think you have a problem.

Anonymous

I think this is a good foundation for a good game. There really aren't many adult beat em ups anywhere on the market. If Eromancer can get this out as a full fledged product with enough content for say 25 bucks then they will recoup all production costs and then some. I really look forward to a complete product, its a great IP, a real golden goose if you will. I didn't pledge more that 10 dollars but if there is real progress in the next month, I wouldn't mind pledging more. I came for Pure Onyx and honestly I found out about it from an adult site. :)

Anonymous

Yup, breasts are fine the way they are :)