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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!

TEST RELEASE DOWNLOAD 

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!

Comments

Anonymous

Everything looks awesome but still some lags on the inputs

Anonymous

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. In scene progression is amazing and I wish more games would include it whenever possible. Enemies having more than one scene is also something I wish more games would do. So many have one scene per enemy when you can do so many with one enemy I feel it would save time coming up with new enemy designs and trying to make them different from others. A thug can do missionary, doggy, standing, etc. No need for 3 different humanoids to accomplish those scenes. Great update, and hoping to see more of this quality in 2021!

Anonymous

Will the other enemies that don't have H scenes be getting scenes? Are their any plans for different visuals for Onyx's clothing coming and what the exhaustion gauge, how will that system go? Any plans for other playable characters? I dont know if you guys will plan a multi-player lol. Will Onyx be able to use other weapons besides knuckles ( like one use kind of weapons like out of double dragon and other sides sidescrollers) will Onyx learn a throw?? What about a game mode where you play as enemies and your goal is to wear down Onyx or someone else for capture??

Anonymous

I noticed that the equipment piece " tight Shorts" have no stats

Kusa

Borderlands art inspiration? Solid game and nice looking H scenes. Take my money! Now we just need women enemies with "packages"

Anonymous

The h scene for warlord is too short she needs more lol

eromancer

Did you see both ^-^? There are two different scenes, but randomly triggered atm. Also, they're actually getting longer :D. Will be tweaking the loops/curves, and will be adding outro animations in upcoming releases.

eromancer

Yes to most of these :D. More H scenes are coming. Visuals for Onyx's gear will changed based on that Tier parameter shown when you pick it up. The Exhaustion gauge is a mechanic similar to Toxicity in the Witcher - things become more risky the more Onyx uses powerful skills and goes without rest (expect it to be implemented later). We have a whole arsenal of temporary weapons planned (https://tinyurl.com/y2j4rc4w), with models for many of them already complete. We may add more playable characters eventually -- all of the gameplay designs take it into consideration. No multiplayer is planned however. I have some ideas about an interactive H gallery design, but it's too early to comment on ^-^.

ACEye2

This game is destined to be great.

Mypornpatreon

This is great. A gallery mode would be very appreciated though. I assume that the beastiary will have that function once its implemented?

Pragmatico

ok so first time testing this. you could remove the bullshit with the flies shooting stingers like crazy and offscreen

eromancer

Those guys have a lot of placeholder AI. The stinger spam will be fixed on our next pass.

eromancer

Not yet but there will be :D