Hey guys!
If you missed the last post, the next Pure Onyx Test Release will be on April 29th!
While the upcoming release has been our prime focus, I have some other new progress I'd like to share with you as well!

For the best results, we'll need to use a variety of techniques for real-time liquid and bukkake FX. It's a sticky subject >_> since there are so many difficulties involved, and getting it to look good in 3D animation is something we've been researching since early MATM days.
I think we're almost there though! Ubercharge has been developing a procedural system in Houdini from scratch, since existing viscous liquid systems are slow and don't yield the exaggerated results we need for that hentai bukkake look. It's not perfect yet (probably *too* sticky/stringy in fact), but using this in combination with our real-time particle system could be perfect.
This system allows for actual 3D liquid to collide with characters with the detail we require, and it can realistically hang off of and between articles of clothing / hair -- even stretch between characters. The downside is that it is pre-baked, so while it's fine from a performance standpoint, it isn't as easy as a dynamic solution, and isn't good for all situations.
One of the next things we'll be experimenting with is making bukkake "suits" from this method that are weighted to Onyx and can therefore move with all of her animations dynamically.
This is still a WIP, so expect to see the particle liquid FX system that we've shown off previously in the release on the 29th, but not this one quite yet!

HD Video Preview: https://www.youtube.com/watch?v=FvjdUqT3aUA&feature=youtu.be
Ubercharge and I have been working a lot on the Junkyard level this month. After success with the Slums level, we've been trying to develop more maps and tilesets that will have a lot of potential for nonlinearity, quest content, and gameplay that breaks up the standard gameplay cycle.
The Junkyard will lean heavily toward mechanical-type enemies, so one map idea we're developing is these machine bays / garages (called the Mech Bays) that can open up and spawn enemies, or be opened by Onyx for loot / traps / hidden rooms. In combination with the other features in the level, it adds some potential for light puzzle elements.
Another map we're working on is a Mech Graveyard. Its landscape will be filled with wreckage mounds and feature towering derelict mechs overlooking the New Babylon slums in the distance.

We have a couple of boss/sub-boss concepts for this level (not including Wraxe, who will be the primary and Arcade Mode boss). The first is Stigmata -- marking his return from the first releases of Malise and the Machine :D.


We also have an idea similar to the Bulldozer boss from Streets of Rage 3, in which a pile of Splicer Runts chase Onyx down on a riot vehicle or some other heavy equipment. Onyx would have to break down walls while slowing down the boss in order to get away.

HD Video Preview: https://www.youtube.com/watch?v=FvjdUqT3aUA&feature=youtu.be
This will be the final map tile set for the Slums level! It has a lot of potential, and will be one of the first maps where we get to test out obstacles on the playing field.
The length of the map can be dynamic due to the tiling backdrop, that will fall away to reveal a vista overlooking the New Babylon slums and The Void's outer wall. Obstacles will be placed via events to change it up, and there will be a foreground/background exit/entrance for branching.
The map would also make for a great vehicle minigame, in which Onyx has to dodge obstacles or face being descended upon by a roving Splicer pack.

TK has been working on the next iteration of Onyx's rig. There are two focuses this time around.
The first is to create a top notch control set for the genitals, which can be notoriously difficult (comparable to face rigging due to stretchiness and so forth). The second is to make adjustments that allow for all the pervy body mod stuff we have planned for H scenes ( ͡° ͜ʖ ͡°).
We've already got stomach distention and what not under wraps -- but TK modified the geo topology for the following:
Best of all, it didn't increase the polycount dramatically:

TK and I did materials and textures for the low poly Charger this past week! I also began working on poses as a concept for a biomonster riding skill. Monster riding is pretty much a staple for beat 'em ups since Golden Axe, and I think we have some fun ideas that would be original to Pure Onyx :D.
Mistah Eff
2020-04-28 03:59:54 +0000 UTCMistah Eff
2020-04-28 03:58:25 +0000 UTCHentai Nerd!!!
2020-04-26 22:31:37 +0000 UTCSubjectivity
2020-04-25 10:16:54 +0000 UTCMari Fox
2020-04-25 09:10:21 +0000 UTCVenus
2020-04-25 08:53:27 +0000 UTCJamie C.
2020-04-25 07:41:46 +0000 UTCAntilles
2020-04-25 01:06:38 +0000 UTC