PURE ONYX - May 7 2019 Test Release
Added 2019-05-08 04:53:20 +0000 UTCHey guys!
Here's another patched release! Players that don't have English as their Windows date/number formatting setting should no longer have issues.
I'm re-posting the full, updated known issues list from the May 2nd release, The major bugs should all be knocked out now.
We're at a good point now to work toward the next release I think -- we will continue to fix animation-related and cosmetic issues as we go. Multi-threaded AI is responsible for a lot of the other remaining issues, and we know now that the detriments far outweigh the benefits for our purposes. A high priority goal for the next release will be to replace multi-threaded AI functions with more stable ones.
Some other goals for the next major release:
- Get out of this test level and implement some real maps.
- Add Onyx's animated skeleton and implement as many move set animations as possible.
- Add more H content and add a legitimate metadata system for feeding the H system information (right now we're parsing animation names... this was the cause of the non-English number format bug)
- Revise the input system to minimize lag / improve feel
- Get as far as possible with new enemies (Vioreaper and the boss are closest to being ready)
Thanks again for all your feedback and help debugging this release!
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PURE ONYX - May 7, 2019 Test Release
CHANGELOG / FIXED BUGS
- The "Unable to switch screen resolution" error on game startup should be fixed,
- The H system will no longer break if your Windows date/time/number format locale is not set to English (US).
- Characters will no longer come coated in an ugly green and red noise.
- Enemy animation playback speed now syncs up with their movement speed.
- Fixed draw order/visibility issues with enemy death animation.
- Enemy AI will no longer hang when enemies get up from knockdown after being stomped on.
- Stomp now (mostly) works while enemies are on the ground. Enemy animation sometimes doesn't trigger on subsequent stomps.
- Onyx no longer plays two vocal sounds when jumping / getting hit / etc.
- Punch/damage sound effects now play when a character dies.
- H attacks now connect with Onyx while she's standing up from being knocked down.
- Dust cloud effects now play when Onyx jumps/lands/characters are knocked down.
- Splicers that spawn after the first wave now do so in the correct pose.
KNOWN ISSUES / TO DO
- Enemy animations have not been tweaked for the new physics engine. When knocked down they appear to pause in mid air briefly.
- The H system is functional but not at full quality. There's only one H scene instead of the intended two for this release. Transitions are not in place yet and animation quality isn't 100% yet. H sounds are basic until we extend our audio capabilities for the H system. Enemies don't have a grab animation yet, and there's no cue to avoid it, so it's very jarring when it happens.
- We've temporarily disabled returning to the main menu after the game level has loaded. This is due to some AI issues we haven't gotten to tackle yet.
- There's no kind of lust system in place yet, so for now grappling difficulty is randomized. It's currently much easier on a keyboard.
- Onyx's move set animations aren't in yet -- we're still using the old ones from last release. It will be a major focus of the next major release (the old and new skeletons are incompatible).
- For now, when an H scene ends, it loops back to the struggle portion.
- The input system is in transition while we adjust for the physics engine. In general it does not feel good yet. For now there's a small but noticeable lag in movement that exists to prevent physics anomalies, and Onyx flickers between some poses (this is where transitional animations will happen once her actual animations are in place).
- Jump and knockdown physics haven't been tuned.
- The draw order on the characters engaged in an H scene is incorrect. They currently display in front of everyone else.
- Enemy AI occasionally hangs in Idle state until they are hit.
- Jump kick only damages enemies immediately after it's triggered, as opposed to the standard behavior of hitting all enemies in the way as Onyx falls.
- Punches thrown immediately after a struggle scene do not land.
- Enemy punches sometimes miss Onyx.
- Enemy AI produces some anomalies during H scenes.
- Onyx can get launched way into the air if she gets knocked down right as she jumps.
- Onyx teleports to the ground if she gets killed in mid air.
- Onyx being knocked down in the air can cause some anomalies.
- Enemies can stunlock Onyx by attacking while she's standing up. They need additional behavior logic for this case.
- Onyx can appear in both Defend and Walk poses simultaneously.
- Liquid particle FX in H scenes currently do not render at the correct depth. They render behind all characters right now.
- The camera doesn't center on the action in an H scene yet. We'll adjust camera controls once we add that capability.
- NEW: Splicers will occasionally walk without moving their legs.
- NEW: Input on the Game Over screen does not work while using a keyboard.
- The probability for new bugs is STILL *very high* since we've done so much work on the back-end. Keep giving us reports if you find something not listed!
SYSTEM REQUIREMENTS
Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to eromancergames@gmail.com ); we’re still in the early stages of gauging system requirements.
CONTROLS
Keyboard:
- Movement = Arrow Keys
- Menu Controls: Confirm = X, Cancel = Z
- Punch = Z
- Kick = X
- High Kick = X + X
- Ground kick = Down + X
- Defend = C
- Jump = Space
- Zoom In = Left Shift
- Zoom Out = Left Control
- Skip H Animation = Z / Space
- Escape = Pause Menu
- F1 = Toggle Debug Overlay
- F2 = Toggle Vsync (not recommended except for testing)
- Quit = F12
Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4**** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)
BUG REPORTS
If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug.
- Operating System (if Windows, tell us 7/8/10, etc.)
- Screenshot if applicable
- Can the bug be reproduced? If so, tell us how!
- OS language if different than English
Comments
Hello, the game is going great, but I have a question Malise and the Machine is still in development? and when are we going to have news? Thank you for your attention.
2019-05-17 06:57:05 +0000 UTCOh wow, I haven't heard of them before. I'll go check out their other titles then. Thanks! :)
2019-05-10 08:45:57 +0000 UTCStudio Fow has a long history in in nerdy adult projects and a very good reputation. so it does not surprise me that they got huge success. :)
2019-05-10 05:18:21 +0000 UTCHey Eromancer, I just found out about this game called Subverse and apparently it got major funding from Kickstarter. Was wondering if it's an avenue you considered to secure more funding. Anyways just thought I'd share since I stumbled upon it
2019-05-09 17:05:56 +0000 UTCThanks for the feedback, glad to get some more detail on how you guys are planning to implement this. Ranged molatovs could be an awesome counter to the kick mashing though...
Venus
2019-05-09 06:31:23 +0000 UTCI haven't been concerned at all about balancing the AI yet. I'm trying to build an extensible AI framework that allows us to describe all the different AI behaviors we want, without having to re-describe the behaviors they all share. (H-attacks, regular attacks, snap collision detection vs continuous collision detection, running, walking, pathfinding, behaviour interruption from the system i've been calling "The Director") And no matter how much we refine the splicer's behaviour pattern now, we'll still have to work on it later as other units come into the game and the way they interact together changes the game feel. So no need to worry that this is how they'll fight later on :)
2019-05-08 20:56:29 +0000 UTCOne step at a time :D. I don't want to dwell so hard on the AI until additional enemies are in the mix. Consider that there will probably be a bunch of these guys on screen constantly during the boss fight (he summons them), or while other enemies have guns and are shooting across the screen / using broad AoE attacks with chains / throwing molotovs etc. We also need the rest of Onyx's move set in to gauge how the game will really feel.
2019-05-08 20:33:29 +0000 UTCThanks for keeping these coming. Just some comments on the AI. As much of an improvement this is over the first few releases. The AI is still very predictable. Also the AI does not handle kicking very well. I ran multiple runs to 20+ waves and the general feel is to position the splicers to either side of Onyx and line them up only to spam kick them to death. As long as you're disciplined and time the kicks correctly they cannot do anything to you. This is a shame as the continuous punching has been fixed with the AI timing a jab in between a series of pumps. Hell I wouldn’t mind seeing a charge from a splicer if a player uses the kick to much pining Onyx down and plowing through her with kicking leg still raised. Check this out - <a href="https://www.youtube.com/watch?v=m_Xql9l_FMI" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=m_Xql9l_FMI</a> Here the AI is aggressive and initiating the best possible move for the chars current state. I.e. when a splicer attacks it should already be almost too late to respond, requiring the player to create situations where they have already committed to an action. That action is either going to take the AI safety down or setup a counter that can reward the player with exposure or bonus. Truly skilled players should be able to reduce that response time for these counters, to the very last moment, with experience and perhaps an understanding of the nature of the type of AI you are facing. I also wish the splicers would be move tactical in their approach to Onyx. Its far too easy to line up multiple targets and they never consider to avoid the closest path and instead try to swarm Onyx from all directions. You need engaging combat to avoid the game falling into something you end up watching get all the sex scenes (or hack them out of the asset files) and chuck the title after the final boss has banged Onyx senseless for the 20th time. Also a game that keeps people coming back for more after Onyx is dripping in unrealistic amounts of bodily fluid will increase the likelihood that that player will invest in future projects like MotM. God I need my MotM fix... breath… #NoSibliminalSujgestionsWereUsedInThisPost Loving it and keep up the fantastic work. P.S. If you are wondering why the AI is just throwing the player each time its cause a throw is the safest way to punish a stationary target with little to no risk of counter. So if the player does not act in time (too slow to respond) there is no chance for them to get a 'lucky' counter off.
Venus
2019-05-08 11:57:01 +0000 UTC