Hey everyone!
We have a pretty hefty progress update this month, with a lot of work to show and details on the release coming at the end of the month.
This release should contain a lot of improvements over the mid-month release, with additional skills/AI for FemCop, overhauled Wraxe animations so that his hitboxes are no longer all over the place, cue FX for (most) H attacks, and a multi-team version of the Chain Splicer's H scene. Read on for details!
Topics for this Update!
We're squeezing quite a bit more in before the end-of-the-month release, including at least one new multi-team component to the Chain Splicer H scene.
We had two major changes from the mid-month release worth mentioning here as well. The first is that the initial version of FemCop has been added for combat testing :D. The second is a big performance boost by way of greatly optimized enemy models. I'll discuss this more below.
I unfortunately had to push back a couple things from this upcoming release because (our rigger) TK's PC blew up this week and he has to build a new one. We however have a few additional things in the works that may make it in, so we'll see how it goes.
Tentative Changelog (** indicates items added or being added since the June 17 Inner Circle test release):

We added FemCop as an enemy for the $10 release last week, and haven't gotten any reports of bugs, so it seems to have gone well. She's certainly the most agile enemy to date, as every one of her attacks includes movement. This has prompted us to upgrade our animation workflow to improve hitbox alignment, and it's been a big success. We're using this workflow now to overhaul Wraxe's animations to achieve similar results.
FemCop also was the first enemy to receive a jump ability. More precisely, it's a versatile technique for repositioning the AI, which we can also use for things like teleporting.
For the end-of-month release, she'll be receiving two new skills as well as increased health and aggression (faster stand-ups and reaction time at later waves). The first is a backstep ability, which we've designed to work with Onyx as well for a later release. The second is an attack from knockdown position, in which she launches a jump kick toward Onyx as she stands up.

Kame has finished the first bunnygirl enemy model! If you recall from the concept art, there'll be a second version incoming soon (he already has a solid start on her). And for those of you that have been asking, we have also have started work on an optional futa version! ( ͡° ͜ʖ ͡°)


The dominatrix enemy model is just about finished up! Apologies for not having a full body and weapon render, but expect it next month, along with an updated version of Unity materials hopefully :D.
We've made an alternate hairstyle as well to perhaps use for a minion version of the character, whereas Domino will act as the unique boss version (we aren't 100% sure on this yet).

TK has nearly completed the first step of what will be the biggest performance boost / optimization we've had yet.
He has vastly optimized models for most of the enemies (minus Wraxe and FemCop). The full detail models will still be available during cinematic mode once it's added, but the new optimized models will be used for gameplay. At the game camera distance there's virtually no change in quality, so it's basically a big, free performance boost. Here's the difference:
After optimizing Wraxe's model, the next step will be to do the same for the females. They have additional challenges, since they have a lot of corrective morphs that aid in making joint rotation look good. They also have much more complex genital systems, but optimizing these models (Onyx especially since she's onscreen all the time) will be a great performance boost.


Early this month I attempted some main menu / title screen redesigns. The artwork isn't finished yet, but I don't expect these to be the final designs. They are however I think a step up and more representative of the game's style than the placeholder we currently have in-game. This new main menu will be animated by Brum, who did the loading and pause menu animations.


We have some more detailed concepts from Limbo this month for the Splicer bike designs! We're looking at making two different versions, as one will likely be for the "trap" type of encounter, where bikers ride by and try to knock Onyx over, then despawn (they can be dispatched in a single hit). A second version will be more like a regular enemy encounter, where the biker will persist until defeated.



Limbo worked up a bunch of combat concepts for the Mecha-9 enemy this month. We've jumped into the deep end a bit since this will probably be the most advanced dog type enemy in the game, and there's a lot to experiment with from an AI and combat standpoint. We're considering giving them some similarities to dogs in the Resident Evil games, in that they transition between a slow, stalking mode and a pounce mode where they move quickly. They would also circle the player, which would be pretty unique to a beat 'em up game.
This enemy will additionally have ranged attacks, and I decided the Labs stage would be a better fit instead of the Junkyard, since the Labs are much later in the game. The high tech aesthetic would probably work better there as well.
Not counting tasks like fixing issues, adding some stuff to game database, and some other odd jobs, I've spent pretty much whole July on implementing mission scenes, which to some extent are very similar to what's in the game right now, but at the same time, they're oh so much more. And that's kinda both good and bad - I had a working base, but I also had to be extra careful not to break anything currently in game in the process.
On top of additions/changes listed below, everything touched in the process was updated, tweaked, optimized, cleaned up, prepared for things to come, etc. Anyway, here are the gory (a bit technical) details:
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