Pure Onyx Test Release Tomorrow! (Patreon)
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Hey everyone!
I've been struggling to catch up this month after some flu-like illness + an eye infection knocked me out for a week. The team made steady progress during that time though, and we've been making a big push to get the next release out tomorrow night, come hell or high water.
While I'm confident what we have will look far better than previous releases, the H content we release tomorrow will still have some WIP sections. There will also still be a significant list of known issues, but it's important to get this out.
I had intended to make a video showing off some of the H animations, and still plan to, but would much rather use the remaining hours to improve the release -- I therefore included some stills here. If you like this sort of thing, let us know, as we're considering adding a 'cinematic mode' that you can swap to during H scenes in-game, which would show more cinematic angles of the scene.
Anyways, here's the early change log for tomorrow's release:
- First test release of the 3D H system
- Added H scene bystander AI, pathing, and animations
- H scenes can now have seamless transitions
- Added a two-part H scene for the Splicer Thug
- Characters now have self-shadowing
- Splicer Thugs now have a grab animation for initiating their H attack
- Improved character textures/materials
- Added fully updated character rigs added for H scenes. These include tons of joint corrections, genitals, rigging for animating all of Onyx’s swingy bits and hair, and a new face rig.
- Added basic test implementation of AltairPL’s RPG framework. For now, this enables leveling on Onyx, and exp, money, and score rewards from enemies.
- Revamped knockdown system for falls from variable heights
- Added support for H scenes involving more than 2 actors (sorry, no animations for this yet :D)
- Added support of multiple simultaneous H scenes, and scenes not involving Onyx (future NPCs watch out >_>)
- Enemies no longer instantly disappear when they hit the ground
- Defeated enemies now begin blinking after their knockdown animation is completed.
- Defend animation loop now retriggers properly after blocking a hit
- Enemies no longer change direction before their attack animations are finished
Lastly, there's a pretty big backlog of new enemy models / animations / environment stuff I need to post for the $3 tier, so expect an update including that in early March.
Thanks for being patient guys :D!
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