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Hey again guys!

As usual the next Pure Onyx release will be at the end of the month!  

This release will include the first iteration of the non-futa version of the Onyx + Bunnies H scene, as well as some extra sloppy new animations for the futa version :D.  

This release makes big changes to the Void Slums mission, turning it into an actual mission instead of another infinite survival wave area.  We've added our first example of a branching map as well, which will be discussed more below! 

And as usual we have a lot of new art and progress to show off!  

Check it all out below!

Topics for this Update

  • June Release Details
  • Blade Bunny Clothing Damage
  • FK-Doll Combat Concepts
  • Motobiker Sculpt WIP
  • Fleshpod Concepts
  • Cat! Cat! Cat!
  • Destructible Objects
  • Slums Basement Map


June Release Details

Tentative Changelog (** indicates items added or being added since the June 24 Inner Circle test release):

  • ** Added Onyx + Bunnies Dildo/Strap-on H Scene (non-futa)
  • ** Fixed Mr. Black T-posing / freezing in Slums Street after transitioning between maps.
  • ** Mr. Black will now welcome you to his shop when close by (new proximity-based animations)
  • ** Fixed issue where selling Mr. Black consumable items could break his shop
  • ** "Treasure" no longer incorrectly appears for sale at the Looter's shops
  • ** Improved folder + Unity asset file naming to reduce chance of game going over the 256 character Windows filepath default limit (fewer startup crashes).
  • ** Fixed regression where Onyx's T2 jacket was "closed" / clipping during H scenes + backend change so it won't happen again
  • Added Onyx + Bunnies H scene liquid FX for finishers
  • Added extra sloppy outro animations to the Onyx + Bunnies futa H scene
  • Updated Onyx's rig/materials to fix tape shading & outlines for her tape "outfit"
  • Fixed issue with pole rig that caused some tape on Onyx to float in front of her
  • Void Slums is now an actual mission with encounters and progression as opposed to a wave survival zone.  Will be added onto over coming release.
  • Added Basement map to the Void Slums mission (the entrance is hidden, can you find it?)
  • Added backend infrastructure for side (optional branching) maps.
  • Downsized arrow indicator that shows entrances to new maps
  • Significantly reduced VRAM consumption on environment sprites in Slums
  • Added visual damage states / hit + break SFX to destructible objects in Slums
  • Fixed shaker on car destructible object
  • Improved issues w/ being bumped around by Charger when moving against him (still jitter though)
  • Enemies no longer play wrong walk animation (forward/back) after being nudged.
  • Enemies now react much quicker to colliding with objects/Onyx as long as it's headlong and not grazing (tweaking latter still, see known issues)
  • Fixed issue that could cause all loss of input when some controllers are disconnected
  • Fixed issue with transfer points between maps causing Onyx to be teleported across the destination map
  • Onyx no longer plays movement SFX when loading into a new mission
  • Updated status menu artwork for Slums stage to new art
  • Thug's pants no longer stay undone in subsequent H scenes after the Onyx vs Thug scene plays.


Blade Bunny Clothing Damage

Following up last month's work, Demonu has completed the clothing damage for the Blade Bunny!  He's also further refined the details on Bat Bunny.

Due to how Blade Bunny's stockings are modeled, Kame will have to do an extra texture painting step in Substance, so expect the tears in that area to look more complete then!


FK-Doll Combat Concepts

Limbo's started work on combat concepts for FK-Doll!  We may follow a similar format to Bat and Blade bunny by giving her two weapon type variations.  The first that he has focused on is a double dagger / brass knuckle combo, but we're looking at a bat variation as well.


Motobiker Sculpt WIP

Kame has completed a rough draft of the Splicer Motobiker sculpt!  He still has his collar, chains, and details to add, as well as his weapon!


Fleshpod Concepts

Limbo and I have worked on the Fleshpod designs quite a bit this month!  Yes, that was plural :D.  After an exploratory AI session utilizing Limbo's original sketches from a while back, we came up with a few additional variations of Fleshpods which should make for some interesting encounters!

The general idea, at least for now, is that the flyer pods will drop the smaller seed pods, which if left alone will grow into full size Fleshpods!


Cat! Cat! Cat!

Limbo's blown this one out of the water I think with his concept :D.

This guy is a work-in-progress character that will repeatedly appear throughout the game.  In some cases his antics will simply add flavor to environments by appearing in the foreground/background, chasing birds, etc., but will likely also be the subject of side missions, a mechanic for giving contextual hints, and maybe even be used in the tutorial.


Destructible Objects

AltairPL has developed an alternate version of the visual damage script that we use for enemy clothing damage, tailored specifically to destructible objects.  As such, we've added damage states to the destructible objects in the Slums stage.  This allows for unique SFX and FX to play at each specific damage stage.

We're still working on unique particle FX that fly off -- for example with the car it may be metal  or glass shards depending on the damage stage, or larger sections like the door popping off.

P.S. objects that look like part of the stage may now be used to conceal secrets ^-^.


Slums Basement Map

We've added another map!

This one is actually the first side map, meaning the Slums Street map now has a branch in it.  As such, AltairPL added a bunch of backend infrastructure this month to support entering into and exiting from side maps without causing issues.  We've also added logic and contextual visuals to help indicate when you can exit to another map, as usually this can't be done during a combat encounter.

Files

Comments

David isBrosif

Looking forward to all this :)

Anonymous

just curious any progress on olga? I remember that being on some updates last year but never knew what came of it

Solaire22

I respect the dedication your team is to improving this game in every aspect. It's cool to see how the game has evolved since I first found it. Do you guys ever plan to put it on Steam down the line?

JULIAN ROSS

I’m curious if there is a plan to make a nude option for the H Scenes involving the other female characters. I would love to see the Fem Cops scenes fully nude.

Anonymous

When will see the flesh pods in one of releases?

Anonymous

I think it would be cool if you added an end cutscene for a failed mission, like if you lose all your extra lives or become exhausted. It could be styled like a comic so you don't have to do any extra animations and I think it would fit the style of the game pretty well.

Anonymous

Absolutely Love the concepts and ideas, excited to see what the final product of those concepts will be, love the work and excited to see where this goes

Anonymous

Do you plan on have voice actor in the next version on the game I think to have voice for characters both in action or h scenes will help make the game more enjoyable.

Anonymous

The update is too slow😭 every week we received a lot of concepts which were hard to be implemented until years. What’s the roadmap and time schedule of all these concepts becoming implemented? And also, love your work and appreciate what you did. But as a long-term supporter, I hope we can have sth more than concepts.

Anonymous

Moaning during H secenes, ability to zoom in really close, and the option to pause an H scene phase from progressing would be nice additions.

Anonymous

Really like what you've done so far. I would like to be able to control the horizontal axis of the camera when zoomed in on a sex scene. Thanks for the great content.

eromancer

Voice acting will be added once we're closer to release ^-^. We'll also be adding cinematic mode in the future, which will allow you to switch to close-up cameras. Loop toggle will also be added :D

eromancer

We have a few enemies in backlog that are waiting to be added, it's just that the same people working on AI/physics/gameplay elements for stages are also the ones that add enemies. Ideally we'll be able to find additional high quality Unity devs that can split this workload, but it should also balance out once more of the other workload is completed.

eromancer

We'll be adding voice acting once the game is closer to completion ^-^. It's not logistically practical to add multiple voice actors' lines every time a new scene is added

eromancer

There will be more visual state / clothing options for gallery ^-^, including the enemy scenes. Am pretty sure this will be possible as a part of that :3 EDIT: Sorry for the delay btw :D

eromancer

Sorry for the delay in getting back to you ^-^. Most likely yeah -- if not Steam then other retail platforms.

eromancer

Adding control similar to the gallery camera during in-game H scenes is on the todo list. It has to play nicely with the game camera, which has a lot going on

Anonymous

is xxxiv still happening?

Anonymous

I cannot for the life of me find the basement entrance. Any hints?