PURE ONYX Inner Circle Test Release - January 7, 2021! (Patreon)
Content
First post of the new year guys!
I feel very optimistic that we will accomplish some great work this year. Our team, support, resources, and pipeline are all on point, and I want to thank all of our Inner Circle patrons that have been a pillar for keeping our projects going!
We're starting the year out with what I think is one of our strongest PO releases in a while, and we intend to add further refinement and improvements to the new H animations for the $5 tier release in a couple of weeks. Please check out the changelog below!
Changelog
- W and S keys are currently the default camera zoom keys on keyboard. Shift will trigger Onyx's dash. This was an experiment and we'll probably change it back in a couple weeks.
- Added two H scenes for Street Lord Wraxe. They are currently performed randomly (one "lift" scene and one standing-from-behind scene)
- Added an H grab skill for Street Lord Wraxe
- Improved Onyx's skin shader / materials
- Added first iteration of abdomen bulge to Onyx's rig
- Added Options screen to main menu and pause menu
- Added volume options
- Added keyboard and controller remapping options
- Added localization/language setting, and Polish as a new language
- Added game resolution settings to Options
- Added new pause/shop menu design + first iteration of UI animations
- Pause menu now properly shows Onyx's major location, with matching background artwork.
- Fixed H scene liquid color (no more glowing jelly)
- Made a major fix to the liquid system that prevented liquid models on Onyx from appearing on new animations
- Split post-H scene liquid meshes so that strands between Onyx's legs don't clip/distort poorly on extreme poses/animations
- Can no longer cheese Splicer Thugs by making them think they can hit Onyx when they can't.
- Issue skipping H scene segments from certain loop cycles fixed.
- Characters no longer freeze during H scene fadeouts.
H System Framework Improvements
- Enemies can now have multiple H scenes
- Support for multi-teaming added (our first double-team scene may be as early as February)
- Struggle animations are now scenes, meaning they can have multiple animations / progression just like H scenes.
- Added support for multi-teaming struggle scenes.
- Onyx can now have multiple active H rigs. This means we can use an old rig where necessary to maintain compatibility for existing scenes.
- Updated the post-H scene liquid system to allow for optional meshes per animation (such as the above-mentioned strands between Onyx's legs).
Known Issues
Am reposting relevant known issues from last month, since many still exist (Mr. Kittyhawk was only available a couple weeks this month D: ).
- UPDATE: Wraxe's new H scenes don't add liquid to Onyx. Expect a patched version in a couple days with that and a few of these other bugs knocked out.
- Liquid strands between Onyx's legs may not hide properly during one of Wraxe's H scenes, causing some ugly stretching. Expect a fix ASAP in the patched version.
- The intro to one of Wraxe's H scenes appears choppy (it's not performance related, don't worry). This will be fixed in the $5 tier release in a couple of weeks.
- Liquid won't show on Onyx during the Thug's H scenes. This will be fixed in next month's release.
- The liquid spurt FX on one of the Thug's H scene finishers isn't playing currently.
- Enemies can appear floating above the shop characters after an H scene, but should fix themselves quickly.
- Street Lord Wraxe's second H scene (the standing-from-behind scene) should actually only occur when Onyx is on the ground -- we just haven't had time to add this mechanic yet.
- There are some SFX/FX missing from the new H scenes, as well as a few visual glitches that will be added/fixed in the $5 tier release in a couple of weeks.
- Spamming attack/jump while Onyx is knocked down can sometimes produce a glitchy animation just before she gets back up, which can affect her next combo.
- Street Lord Wraxe's hitbox is not good, especially during his attack animations (Onyx's hits will usually miss when it looks like they should land). He's the first enemy to move a lot from his origin during animations, and this separates him from his collider.
- Street Lord Wraxe may become stuck while walking. He can be knocked out of it however.
- Due to Wraxe's large size, Runts bumping into him may push him upwards since they can get underneath his collider.
- It's possible to bug out an H scene by spamming jump just as Onyx is grabbed. It will skip the H scene entirely and Onyx will be stuck in T pose until she's hit.
- Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements).
- Splicer Runts and Thugs may float if Onyx knocks them back a lot while they are defending or de-aggro'd. They may also airwalk when knocked down.
- Charger doesn't move out of the way when he's a bystander during an H scene. He just kinda goes to sleep right in the middle of it all x_x. And Street Lord Wraxe sometimes blocks the view of the H scene with his big fat wraxe.
As mentioned above, we'll be working on some additional improvements/fixes for the release later this month when we make this available to all tiers. We still need to polish up some of the animations for the new Splicer Boss H scenes, add missing and additional sound effects, add minor transitions, and I'd like to finally fix the glitchy red "eyeshine" cue that enemies should give before launching an H attack.
Let us know if you find any issues not listed!