PURE ONYX June 2023 Progress Update! (Patreon)
Content
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.