XaiJu
eromancer
eromancer

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PURE ONYX - August 31, 2022 Test Release

Hey again!

Here's the August test release of Pure Onyx!

**CONTROLS HAVE CHANGED (see change log)!!*

As mentioned in the progress update, the two major features we've added are traps/environment-based damage and the player dodge ability.

Firstly, regarding traps, I highly recommend checking out the Red-Light stage to see these in full swing.

We focused on two examples.  The first is the explosive barrel.  This is, at least for now, more of a boon to the player as only Onyx and other environment damage are able to trigger its detonation.  Upon being damaged, the barrel begins a pre-detonation timer, after which it explodes, hitting anyone (including enemies) nearby.  Afterward, damaging fire persists on the ground for a time.  This can be used to help take out packs of enemies (well, once we scale its damage up anyways).

The second trap we've added is a pyrotechnic trap in the Red-Light test stage. We're working on some improvements to both of these, both visual and functional.

As for dodging, we were able to add almost every feature we wanted to :D (see the progress update post for a detailed description), including the control changes to Defend and Interact / Pick Up.  There are a bugs to weed out and improvements to make but it's really solid overall.

Check out the full changelog below!

Changelog

(** indicates items added or being added since the August 24 Inner Circle test release.  The following is only a list of player-facing changes, unless otherwise noted:)

H Scenes

Combat

Stage

Enemies

Performance / Optimization

UI

Known Issues

Here are the newest/most relevant known issues.


Console Commands

The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help.  You can use console commands for this while the game is still rough around the edges. Press the  ` (backtick/tilde) key to open the console.  Type any of the commands below and press enter.  Press ` again to close the console.


SYSTEM REQUIREMENTS

Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to eromancergames@gmail.com ); we’re still in the early stages of gauging system requirements.

CONTROLS (UPDATED 8-31-22)

Keyboard:

Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4.  PS5 DualSense

**Note** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)

BUG REPORTS

If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug.

Comments

Hey :D these are scenes where content was cut due to Patreon's requirements. Some content has been remade to fit these, but we haven't gotten around to all of it yet, and thus the "under construction" signs.

I noticed that the grapple animations are Work in Progress for some characters. Do you guys have a rough time-frame when these will be finished? Purely out of curiosity, don't mean to judge. P.S. If you previously told people, my bad, I joined in September and may be out of the loop :)

Bobby M.

Cool. Can't wait.

Tau Volantis

Yup, those videos are "cinematic mode previews" :D -- it's something we intend to implement in game.

A free cam would be cool too. Like what you do in your trailers. Or some of your other videos.

Tau Volantis

Hey :D yeah it's a bug from our recent default controls change. This will be fixed in the next update! Sorry about that D:

Great work so far, really enjoying the game. I have come across one issue though, I'm unable to destroy items from the inventory screen, pressing B on Xbox controller just goes back to menu. For now I have to run back to the merchant and try to sell stuff quickly if my inventory is full. Is there any fix or is this a bug?

kasparesky

That Onyx /w FemCop + MaleCop scene is just *chefs kiss* <3 ^^

Stephen Trout

love long fuck sessions on onyx but also desire group fucking too wahahahaha!!!!

kingyo

We just tested AZERTY :D -- it is apparently always the key below Escape and to the left of "1". In this case it's the key that outputs ²²²²² . It utilizes the same physical key location across all keyboard types.

it's azerty i have used , as test as well, the steamvr virtual keyboard (the console key should be configurable, since the keycaps could be remapped by some people that play onyx with keyboard) by the way , where the console , is usable ?

MpMan

Q / A is zoom on keyboard :D. It's the right analog stick on controllers.

Some of us like long animations and watching how fucked up onyx can get afterwards. Also maybe have the other characters be available in the gallery for sex against other enemies. Also maybe a zoom function?

Tau Volantis

Thanks very much :D

Hey! Are you using a non-QWERTY keyboard? It may be mapped to another key by default. If you are using a German QWERTZ keyboard, I believe the equivalent of this is Ö, though I could be wrong. I will ask our programmer once he's back online.

This is actually mostly complete, but we left it out because we figured people would think it's too long :D. Could always finish it up!

I just thought 🤔 💭 of this, but you have a chained splicer and thug cg as well as a chained splicer and runt cg. What if ,and hear me out here, you added a chained splicer and thug and runt cg? Just food for thought.

Tau Volantis

i've found is the console not working : how many time i press ` anywhere (in the main menu , title , pause , ingame ) , the console never appear , so cheat code unusable :( i use a game pad for playing os :win 10 not english

MpMan

Ahh gotcha, and I'm glad you like the idea! Pure Onyx is something I've had an eye on since seeing some gameplay from the first few public test releases, because of its quality and awesome graphics compared to other H games online. I only just joined the patreon recently and now that I've played it I gotta say it's definitely got the most potential out of any game of its kind. I got my hopes up for the next update :)

Solaire22

@GamingSenpai check out our monthly progress updates.

listen. there are many battle genre games like this. we are here for h screne. and wait for an update for that. Not this bullshit dynamite.

New environment, new characters, new challenge modes, New/harder enemies and etc would be ideal focus. dynamite crates aren't a need atm. Just my opinions.

GamingSenpai

Here's a good article discussing the disparity between perceived easiness and actual difficulty behind developing features. https://www.gamedeveloper.com/design/-quot-the-door-problem-quot-of-game-design

I'll entertain this because even if we just "added a crate of dynamite", that alone is a big task. Doing so requires - Environment-based damage -- i.e. AI needs to know what to do when it is hit by something other than the player. Does it go swinging at the wind? - Expanding the attack system so non-actors (objects) can throw attacks - Expanding Hit states so that every tick of fire damage doesn't spiral characters into stun lock oblivion. - A pre-detonation routine for destructible objects so triggering the trap doesn't immediately blow you up. - Explaining to AI what to do about destructible objects that are both "not destroyed" and "destroyed" (i.e. pre-detonating barrels) - Damage over time mechanics for the ground fire. - "a crate of dynamite"

Nice ideas :D. Yeah, the initial framework for these mechanics takes significantly more work than adding just content. Meaning when we make ooze traps that spread sticky ooze on the ground (example) we have 75% of that ready to go by using the ground fire from explosive barrels as a base to work from. The art still takes a lot of work, but getting it in game is much simpler.

My favorite part of the update is probably the dodge mechanic, having more speed and mobility helps the combat feel more fluid (No pun intended). It just needs a little tuning to be more consistent and responsive, otherwise a dodge can feel more like a gamble than a useful tool. But nonetheless it actually made me feel like pretty badass in some fights against teams of fem police with each of us throwing jump kicks and dodges at each other. The traps are interesting and help make levels feel less like a walk with periodic stops. But I think they're more well suited to the survival levels better than the brawl oriented stages. Overall it was a more underwhelming update but I understand there's a lot of bugs and balancing issues that pop up and take time to fix. I'm looking forward to when the game eventually gets voice acting and customization. Features like that especially help build more relationship with the playerbase. An idea I had would be something like a heat gauge or special move bar that would reward the player for not getting hit, and once it's filled you can turn the tables on a low health enemy and activate special H scene finishers for specific enemies where Onyx is the dom for once and restores a minor percentage of exhaustion.

Solaire22

wtf, Waiting a month just to add a crate of dynamite?


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