PURE ONYX - May 29, 2020 Inner Circle Test Release! (Patreon)
Content
Hey guys!
Here's the latest test release for the Inner Circle tier!
He still needs some polishing, but the Vioreaper is in for combat testing! Currently, he's using ground enemy AI, so once we add flying enemy AI he should become more unique and dynamic. As we do this, we'll improve his motion patterns to be more organic and floaty. His stinger attack is functional, but I'd like to increase his wind-up time, and he still needs some FX graphics added to spice it up. Currently he can fire diagonally, which makes him a bit overpowered. This will be adjusted when we finalize the six-axis facing direction code.
We've also added the first test of the bukkake system! This system adds fluid visuals from H scene finishers, and these will persist and build up on Onyx throughout the level. The system currently has four zones (head / torso / crotch / legs), and for this release the Thug scene will load up the crotch zone, up to level 2. We plan to do additional stuff with this, such as add particle FX / stringy drips that come off of Onyx as she moves. Feel free to discuss / suggest fun ideas for this.
Last but not least, we have a lot of input related additions and fixes from APL! We've added a temporary version of the controls screen to the Pause menu, as well as a device-based icon system for input notifications. The displayed input device will change to match the device you last used.
Here's the full change log / known issues list!
Change Log for May 29 Release
- Added first version of the bukkake system
- Added Vioreaper enemy for combat testing
- Added projectile framework
- L3 button (pressing L analog stick) has been re-enabled for triggering dash.
- H scene terminates properly again on return to the main menu
- Added dynamic control layout screens to the pause menu
- Added dynamic input legends (currently only used for H scenes)
- We believe we've fixed the "ghost hits" issue where a hitbox from Onyx's attacks would continue hitting enemies in front of Onyx. Let us know if this still occurs for you.
- Camera dampening no longer causes jitters at FPS > 60, and has therefore been re-enabled.
KNOWN ISSUES
- Onyx sometimes just hangs out instead of playing Death animation when killed by a stinger.
- When Vioreaper reloads, it looks janky (stinger rotates 180 deg)
- Vioreapers can currently fire stingers diagonally. They also have quite a long range and tend to spam the stinger attack. This makes them more aggressive than intended and will be toned down.
- Vioreaper hitboxes need improving
- Exiting the menu with the Jump/Punch button (depending on input device) can sometimes cause Onyx to fire off a jump/punch (related to the temporary input fix).
- Skipping a stage in H scenes can cause particle FX to desync on the next animation.
- Fluid FX appear brighter than they should at the moment
- Removing FPS cap via drivers mid-game may potentially cause bad issues. This may be resolved with the new input fix, but haven't gotten enough data yet to know.
- Bystander positioning can have some issues still (they can sometimes be too close, or overlapping each other if H scene occurs near edge of level).
- Enemy’s red “eye shine” FX cue for H attacks is sort of buggy still, and is not appearing as intended (will be much more polished looking).
- Final animations in an H scene freeze when fadeout begins
- Splicer Thugs and Runts are incorrectly invulnerable after standing up for about 10 -20 frames.
- It’s annoyingly difficult to perform Onyx’s stomp attack on a controller currently.
- Physics on Splicer Thug’s belt causes clipping / artifacts / looks janky
- Enemy character geometry gets culled too close to the camera border. Can result it body parts not appearing when they are at the edge of the screen.
- Holding the opposite direction when finishing a power attack will cause Onyx to turn rapidly while still in her attack pose, resulting in an ugly animation artifact.
- Onyx can (rarely) be out of position with the Splicer Thug during struggle
- Skipping a certain H animation (the Thug’s transition from standing to doggy style) with the Jump button can improperly skip over the first segment of the doggy style scene.