Hey again guys!
We have more to show off than usual this month I think, as this month marks the beginning of the combat overhaul. This means we have new moves concepts for Onyx to show off, on top of those for two new upcoming enemies.
We also have a lot to discuss in terms of planned changes to the combat system, both near-term and down the road. In addition to functional changes such as control adjustments, we're improving combat animations as well, so be sure to read the details below.
Regarding art, I'm showing some early work on Malise, as even though she's in the works for the XXXIV project she will also appear in Pure Onyx ^-^.
Kame has completed the Muscle Lady boss sculpt, and TK has completed the low poly + rig for the Ghoul enemies, though I haven't had time to add materials/textures in Unity so that we can present them.
We also have early progress to show from one of the large background scenes that Xxoom is painting for the Labs stage, and a lot of concepts from Limbo for the Spider Caverns beneath the Labs.
Check out the full list of topics we're discussing today below!
Topics for this Update!
Tentative Changelog (** indicates items added or being added since the February 16 Inner Circle test release):
Important Fixes / Changes
H Scenes
Combat Overhaul (Ongoing)
Animations
Physics
Other Fixes / Changes



Demonu, Kame and I have been working on the Malise sculpt and design a lot over the past week and a half or so. After literally a dozen versions on her face I think we've settled on one. The goal was to make her as close as possible to the previous versions, but stylize her to fit in with Pure Onyx characters, since not only will she be represented in XXXIV but will also be appearing in PO. The hair is still a major WIP, and Kame has gotten started on the body but has a long way to go. We should have some more progress to show early next month for the XXXIV update!
The February 16 release marks the beginning of the much awaited Combat Overhaul! This overhaul is more like the beginning of a longer-term combat roadmap that I currently have divided into 5 phases.
Phase 1 is complete as of February 16, and we're already started on Phase 1.5. The order is somewhat flexible after Phase 2, so it's not set in stone, but over the next couple of months I'd like to be well into Phase 2.
Anyways, check out the next section for details on the first couple of phases!

The goal of the now complete Phase 1 was to bring Onyx's combat rig and model up to date with her H scene rig/model. Onyx's rig is now on version 80, whereas until the last release combat was still using version 39-ish. We simply couldn't take time out to update all 22 of her combat anims every time a major change occurred. Now that her rig has the features we need for H stuff however, we've gone ahead and done just that.
Improved Performance
Compatibility with the latest rig means we can also utilize Onyx's highly optimized LOD model for a big performance boost (+20% FPS for me in heavy areas -- likely higher for low-mid tier systems) at virtually no quality loss. It also means features like her abdomen and thighs will deform much better.
Phase 1.5 focuses on improvements we can make with existing moves and features -- both visual and functional.
Improved Controls
Let's start with functional improvements! We plan on slowly migrating controls to the final planned design. The first big change to expect is the addition of a "Mod" key/button, that when held changes the behavior of the face buttons (or corresponding keys). For now, the two moves that take advantage of this are Stomp and Power Attack (Heavy Punch):
By default, the Mod key is CTRL, or L1 on controllers. This should make Stomp much easier to line up / perform, and will remove accidental Power Attacks that leave Onyx vulnerable. The Mod key will also be the "Aim" key once ranged temporary weapons are added down the road.
Due to these changes, Zoom In / Zoom Out on keyboard will be moved to Q / A (on QWERTY) by default. This will make Shift available as the Dodge key once we get to Phase 2.
Improved Enemy AI
Another area that's getting attention is AI. Mr. Kittyhawk is adding an "Ability Manager" to enemies that will allow their attacks to be conditionally disabled. This means we can disable specific attacks while Onyx is getting up, or just after she escapes a grapple, to prevent annoying spamming like we see now.
Knockback Revisions
We're likely changing knockback so that only combo finishers and AoEs knock enemies away from Onyx on the depth axis. This means enemies will no longer slip out of Onyx's lane while she's mid-combo. Up till now we couldn't change this on a per-attack basis, but with the recent addition of Attacks to the game database we can now add this feature.
Animation Physics
Now for the visual improvements! With the combat rig updated, we're finally adding physics throughout all of Onyx's combat animations, so expect more jiggles and hair/jacket movement soon. We're also making a variety of fixes to anims for her current moves.
New Idle Animations + Breakout Anims
The biggest visual change in Phase 1.5 will be new idle animations. I think most agree the current one is sort of awkward, and we have a few new designs. I'm using plural because Onyx now has what's called a breakout animation system, where every so often she will break out of her current loop and change. We've added one breakout anim where, if left idle for a while, she will stretch and fluff her hair. We plan on adding an additional step where she will shift her combat pose every few seconds to look less mechanical.


Here are some of the planned new moves for Onyx once we get into Phase 2 of the combat overhaul! Many of these moves will be integrated via the game's skill system eventually, which we will give info on later. These moves are designed to increase Onyx's mobility, extend combos, rework issues with existing combat features such as infinite jab, add AoEs for desperation style attacks, and more.
Here are some of the moves shown in the concept artwork... keep in mind there are many more to come:


Kame and Demonu have finished the Muscle Lady boss sculpt! Demonu finished her final hair model early this month, and Kame has been working hard to finish her body and outfit, which looks great! See the image gallery for a look at her wrestler's cloak design, which is what she will wear before the boss encounter -- tossing it aside once the fight begins :D.



Limbo has completed a bunch of potential attack animation concepts for the Muscle Lady boss! You can check out the full size sheets in the image gallery attached to this post!

Limbo's not finished yet! He knocked out a bunch of potential move concepts for the Splicer Brute as well ^-^!



Xxoom and Limbo have been working hard on background and tile concept artwork for the Labs stage!
Xxoom is working on a large scale set of paintings for a multi-layer parallax background that will be used for the Skywalk section of the stage. It's very WIP, but I made a couple parallax test animations to look for issues and figured I'd show them off here :D. I've shown some of the more completed work in close-up detail!
As for the tile concepts, here I'm showing an assortment of Wall and Gate tiles Limbo has made for the Labs stage. These are tiles that allow the player to enter into a door or gate in the background of the level to branch the map, as well as walls that act as terminus points for maps, forcing the player to backtrack or use a door in the background to continue.

The Spider Caverns are a new section of the Labs stage that's accessed via a giant freight elevator partway through the level. Limbo began concepts for it early this month and I've assembled a collection of them in the gallery of this post to show off :D.
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2022-02-28 00:26:11 +0000 UTCRavindecavalier
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2022-02-27 05:05:28 +0000 UTCEnthusiastic Rubber Prisoner
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