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Hey everyone!

We've added the first version of the Onyx vs Bunnies H scene to the Inner Circle tier release! It will be available on the 31st for the regular tier!

Another big component of the upcoming release is the inclusion of Mr. Black as an H scene disk vendor in the Slums Street map.  We've also made some major improvements to the physics system, focusing on how Onyx behaves when interacting with environment colliders.  

As usual we have a lot of artwork progress to show, and progress on new maps and events as we begin transitioning Pure Onyx out of its test sandbox stage and into what will be more representative of the actual game.  

Read on for details!

Topics for this Update!

  • May Release Details
  • New Title Sequence
  • Bat Bunny Clothing Damage
  • Hazmat Trooper Sculpt Finished!
  • Meet Mr. Black
  • Slums Stage - Art Progress
  • Environment Physics Update


May Release Details

Tentative Changelog (** indicates items added or being added since the May 10 patched test release):

  • ** Added first iteration of Onyx w/ Bunnies (futa version) H scene to gallery
  • ** Added 1st pass on new title screen sequence (main menu still needs revamp)
  • ** Added Mr. Black as new H Scene Disk shopkeeper in Slums Street
  • ** Onyx no longer catches against environment colliders when moving diagonally against them.
  • ** Onyx no longer majorly speeds up or is moved backwards at silly speeds when moving against environment colliders.
  • ** Improved Onyx's diagonal motion so that player maintains horizontal speed
  • ** Added unique loot container graphic for H scene unlock disks + thickened outlines on loot containers
  • ** The green car in Slums Street map can now be destroyed (more interactive version with visual damage states coming soon)
  • ** Extended right side of map (tunnel area) on Slums Street + updated background art details
  • ** New more detailed environment colliders on Slums Street allow for more exploration
  • ** Can no longer see black bar at top of Slums Street when camera shakes
  • ** Improved camera tracking position on Slums Street map
  • ** Can now see characters/objects moving behind car windows on Slums Street.
  • ** Charger added to ability system (improved logic for choosing abilities)
  • ** Improved rock fall FX so that rock mesh doesn't grow as it falls, but rock's shadow grows properly and at correct position
  • ** Added rock fall as a trap + telegraph trigger FX/SFX
  • ** Improved falling rock hurtboxes
  • ** Shop system upgrades to handle long item names + instant-use items
  • ** Stamina no longer regenerates during running jumps
  • Added the Void Slums test mission, with the first Slums Street map
  • Fixed issue allowing the game to continue running when paused
  • Fixed an issue with camera shake causing warnings/errors in console
  • Added Tier 2 H models for shorts / shirt (shirt pulled up, shorts pulled down)
  • Added support for missing blendshapes (morphs) during H scenes for tier 2 gear
  • Destructible objects now only generate hit stops when hit by the player


New Title Sequence

We've added the first iteration of the new title sequence artwork!  It's pretty barebones at the moment -- we'll be adding animation, an animated loading indicator, cleaning up post processing initialization, and more soon.  We'll also begin adding an updated design for the main menu!


Bat Bunny Clothing Damage

Demonu has completed the high poly sculpt for detailed clothing damage for Bat Bunny!  This mechanic will behave similar to the existing one on FemCop :D.  We also still have to add FemCop's detailed clothing damage, which TK has finished the low poly game-ready version of!


Hazmat Trooper Sculpt Finished!

Kame has finished the Hazmat Trooper sculpt!  While the basic trooper will utilize either a melee weapon or secondary pickup weapons (that the player can retrieve once they drop), he's also designed a flamethrower variant to act as a unique enemy.  We may update his palette a bit in the future so he stands out better :D.


Meet Mr. Black

Mr. Black has made his debut in the Slums Street map! He's currently acting as an H Scene Disk vendor from whom you can purchase disks to unlock the gallery scenes.  

Since this scene unlock system is a placeholder, in the future we are planning for him to act as a rare merchant that has a chance of appearing in certain areas, often requiring the player to trigger his appearance in special ways.


Slums Stage - Art Progress

The Slums stage got a lot of attention this month!  

You saw the first version of the Slums Street map in the May 10 patch for the April 30 release, but we've done a lot of work on it since, and will continue to next month (as well as additional maps for the stage). 

Here's a list of some of the progress we've made!

  • Updated the colliders so the player can explore more of the map
  • Extended the right side and added more details to the artwork
  • Added unique destructible objects, with visual damage states coming soon
  • Separated the background layers and have begun painting them out so that we can add parallax motion 
  • Began animating spawn and event animations for enemies

Now that we are beginning to finalize environment artwork, we've begun working on events and spawn animations for enemies.  Eventually enemy encounters will replace the infinite wave survival mechanics we have in a lot of areas, and as we tack on additional maps and branching maps the game will take on a whole new dimension.  

Speaking of new maps, we've nearly finished another new map as well that will connect to the Street map, and will be added in the first release next month.  You can check out a little preview above!


Environment Physics Update

We've made a very significant update to the physics system, with focus on how the player behaves when colliding with environment borders and objects. 

The three most obvious changes you'll notice are that when Onyx moves vertically or diagonally against environmental or object colliders, she no longer...

  • gets stuck -- she bumpers around all objects within reason.
  • experiences speed boosts or fast backsliding movement.
  • gets pushed in an unexpected direction 

This required that Mr. Kittyhawk code a unique collision system to hand our depth-skewed beat 'em up perspective, as well as custom frame update logic to ensure all physics systems (including dynamics on clothing/hair) all update properly and aren't frame rate dependent.  

While work was being done to improve the depth skew, we also improved Onyx's diagonal motion. She now maintains her horizontal speed when moving diagonally, similar to many other beat 'em up games.  It feels less restrictive and significantly better in my opinion, and improves the look of her animations during this motion as well.

There are a few issues left to work out that these changes have created elsewhere, but we're mostly there, and the results are a majorly clear upgrade!  

Files

Comments

Anonymous

Thaaank youu very good game 🇨🇵

Bobby M.

Nice and extensive update :)

Anonymous

Looking good!

Anonymous

This looks fire

Anonymous

This comes out today?

eromancer

New version comes out for regular tier later today, yep! It's available now for higher tiers.

Anonymous

Oops I meant to reply to this, do you have an ETA for regular payers? Appreciate the replies

eromancer

Should be in the next 12 hours -- depends on progress today and if we need to test some fixes or not :3.

Anonymous

can wait for this to be released jave been waitin g all day lol

Anonymous

I admit I'm not in such a hurry for this to happen because the longer it takes the more he works to have a better game that he is optimizing and fixing bugs that I appreciate. and I thank the developers for this kind of thing.

Anonymous

100% true, I’d also rather it be that way, I mean look how great the game is so they are defo doing something right