PURE ONYX Inner Circle Test Release for September 30, 2020!
Added 2020-10-01 01:27:45 +0000 UTCHey guys!
We have the combat test for the Charger enemy ready for you to try out!
For this test, he will appear on Waves 10, 20, 30, and so forth. He will change some within the next couple of updates, as soon as we can implement stun and interrupt resist mechanics for bosses. Right now it's very easy to cheese him by getting in close and wailing on him since he can be interrupted constantly.
There are a few new bugs in the Known Issues section (we simply ran out of time D:), so make sure to check them out before playing :D.
[LINK REMOVED]
* Releases from May 4, 2019 to December 31, 2021 are currently no longer available. Please see newer releases to download the game!
Change Log
- Added the Charger enemy to Waves 10, 20, 30, etc
- Added most of the Charger's combat skills. Roar will make debris fall that can damage Onyx in later updates.
- Improved enemy local avoidance algorithm -- this makes them much more responsive to the player character's location when in her proximity, but makes them pretty bad at navigating tight obstacles (not important currently, but will be addressed soon).
- Only player character has Dash system now. Added new "Charge" system for charging enemies (damages stuff, gets interrupted running into unbreakable stuff, etc). Enemies can still run, but this is a different behavior from Onyx's dash.
- Improved physics system gravity. Climbing around on curved surfaces works now (sliding off Charger for instance... will also be useful once we add props to the levels). Shouldn't have any instances of Onyx floating
- Runt facing direction issue fix (maybe)
- Improved animation set inheritance. Enemies/NPCs of common types will have common animations set up already (a back-end improvement).
- Removed Defend state and made it part of the combat system instead of enemy AI.
Important for enemies that don't defend, so that stuff (buffs, aggression, etc) that affects defend doesn't make them accidentally try to defend and break stuff. - Added a new simple death state -- mostly for non-human/large enemies. This allows enemies to simply play an animation on death instead of go through the knockdown routine.
- Made a bunch of capsule collider improvements for non-humanoid-shaped enemies.
- Added capability for de-aggro'd idle animations/behavior ... similar to bystander but will scan for agro threats. This is important not only for non-human enemies (Vioreaper will use this instead of joining the pack of bystanders for H scenes), but for events once we add actual levels to the game. Will allow for things like Splicers sitting around or performing unique animations until aggro'd.
- Added healing FX graphics for the Reatomizer power-up.
- Attack/skill FX can now make the screen flash
- Onyx no longer glitches out while being knocked down upon dying.
Important Notes / TO-DO
- The Charger should resist being interrupted by Onyx's attacks, but we need to do a small revamp on the way characters process incoming hits before this will work properly (it's been a while coming).
- We intended to give the Charger a stun mechanic (repeated hits from Onyx in quick succession can stun him), but the same issue in the bullet above prevents this from working as intended as well.
- Need to add a skid mechanic to Charger's charge skill. Looks rough at the moment.
Known Issues
From now on I'm only going to include new and highly relevant issues in these posts, but will keep the full known issues list posted on the reward download page.
- Jump may not trigger if Onyx is moving and the frame rate is low.
- Few new bugs for regular enemies due to gravity changes needing worked out. Enemies and Onyx may get stuck in falling pose for a second or two before hitting the ground when knocked down near a map border. It's also possible for Splicer Thugs to float if Onyx knocks them back a lot while they are defending.
- Charger can occasionally charge backwards if Onyx moves behind him at the right time >_>.
- Charger's death animation gets cut short by the flicker out effect.
- Charger doesn't move out of the way when he's a bystander during an H scene. He just kinda goes to sleep right in the middle of it all x_x
Comments
Yeah this will be fixed in next update once we add interrupt resistance and his stun mechanic :D.
2020-10-20 02:23:16 +0000 UTCNoticed that charger can easily be defeated if you just run up to him and spam your light fist attack. Idk if this was already known so sorry if so. Either way he looks and plays great. excited for new h scenes
Bill Duke
2020-10-19 06:02:56 +0000 UTC