Hey everyone!
I want to start by reminding everybody that we've added a SubscribeStar, and are still working towards our funding goal that will allow us to migrate Pure Onyx and future games over there so that we can manage our own content. Please consider pledging there if you are able :D. P.S. We aren't leaving Patreon, so don't worry.
This month we're doing a video update to show off the work we've done on the combat animation overhaul! Unfortunately Patreon doesn't support an image gallery *and* a video =_=, that'd be bonkers. So check the attachments for the high res images for this update!
As for the rest of the update, we have more to talk about on the mechanical aspects of the combat overhaul + Onyx's new moves, the initial work on Neon(!) to show off, a new enemy for anyone who hasn't played the mid-month release yet, and some additional progress on Malise's design.
Check it all out below ^-^
Topics for this Update!
Tentative Changelog (** indicates items added or being added since the March 20 Inner Circle test release):
H Scenes
Enemies
Animations
Combat
UI
Other / Misc Fixes



Demonu, our sculptor from Ukraine, has shown he's quite a badass by working in a literal warzone the past couple weeks.
I had actually asked Demonu to start work on Neon before the invasion, as I was concerned our communication may get cut off. It was just a few days later that the war started, but he pulled through anyways ^-^.
He's done four iterations of her face, and just as many for the hair. The ones we're showing are nearly complete, though he may add some additional details to the hair.
One potential change we're making to her MATM styling is the addition of accessories to cap her "horns". We're still working on designs.
The video up top pretty well summarizes our progress on overhauling Onyx's existing combat animations :D. As such, we've just about wrapped up the art part of Phase 1.5 of the overhaul. Below you'll find our progress on Onyx's new moves, which are part of Phase 2.
The next thing on the horizon is a new AI backend system from Mr Kittyhawk called the enemy ability manager. This backend tool will allow us to enable/disable enemy abilities and attacks based on various conditions, meaning we can, for example, prevent enemies from spamming Onyx with attacks while she's knocked down. We can also add diminishing returns and cooldowns to their skills so that they are less likely to perform the same actions over and over.
We *may* get the first iteration of this out by the end of the month. If so, it will focus on the Splicer Thugs for now while Mr. Kittyhawk works through integration into other enemies.

TMX has worked through the key poses for Onyx's upcoming combat animations that we previously showed concepts for in last month's progress update ^-^. They aren't quite final yet, and many of the face expressions were added by me last minute.
Expect seeing these become animations + more new poses next month after we nail down more concepts for Onyx's combos!



Limbo has been working on additional concepts for the remainder of Onyx's combat overhaul skills for Phase 2. This time he's focused on the multi-directional roll, as well as the standing punch combo and finisher attacks. I think the basic standing punch combo needs more work still, as it's not quite interesting enough, but we will get there soon!
These may be hard to see in Patreon's glorious 800 px wide images, so I've attached a folder with the high res versions of the images for this post below.

As of the mid-month release, the first iteration of the Splicer Looter enemy is now in the game ^-^. He's a bit limited in scope currently, but he works very well, especially for an enemy we considered would be a pain in the ass to make function.
For some background, the Looter is an enemy similar to the thieves from Golden Axe (and subsequently, from Dragon's Crown). When loot drops, he has a chance of appearing, and will promptly grab it out from under the player and attempt to escape with it. If defeated, he'll drop all the loot he nabbed.
Higher levels of the Looter will, in later iterations, be able to set traps, steal from chests, and may even drop explosives when he is attacked.



Limbo's pumped out a bunch of concepts for the remaining features of Malise's outfit. I've wanted to experiment with alternate holster designs as I think the old ones sort of just got in the way. The simplified look comes with its own problems though, as they can easily stop looking like holsters. We've even experimented with cross-draw and back concepts :D.
HiJaden
2022-03-29 02:05:09 +0000 UTCSarif
2022-03-29 00:37:36 +0000 UTCNeil
2022-03-28 14:39:08 +0000 UTCKris
2022-03-28 14:01:45 +0000 UTCDank Memer
2022-03-28 09:34:48 +0000 UTCsomethingpurple67
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2022-03-28 06:11:03 +0000 UTC