Hey everyone!
Thanks for being patient while we finished up the battle test release. It’s been a lot more work than I anticipated, largely due to the fact that I haven’t just had to iron out kinks with the new style/procedures, but also with the new character models. Anyways, lots of stuff to cover, so here we go!
V0.056 Battle Test Release
As mentioned previously this release is very basic with the simple goal of showing off the core mechanics of battle in the new art style. There will absolutely be at least one more of these for the $3 tier prior to v0.06 in which we make some fixes and reintegrate the remaining features. Check the writeup below for the download as well as a detailed list of what’s being presented in it. I really ask that you guys do me a favor and don’t share these test releases publicly since it would be A) really confusing for people without the context of the Patreon posts, especially since the public mostly isn’t aware we’ve been working on an art overhaul, and B) the release isn’t fully representative of the quality we’ll have for v0.06. When we start promoting the project publicly again I want to blow people’s minds with v0.06.
You can download the test release here.
Please be aware this test release still requires the RPG Maker VX Ace Runtime Package. Also, please follow these few steps when reporting a bug to make our lives (or rather, our programmer's life) much easier:
So, before we get to the features, first here’s a list of things missing from the test release:
Here’s a list of things you will find in the release:
Please let us know what you like and what you think could be improved upon (or even what you miss from the old style)! Pretty much everything about the new artwork style is still experiment for me with respect to battle, so feedback now is very valuable!

Neon Converted to Genesis 3!
Fair warning >_>, the next few paragraphs are techno-babble heavy.
While working on the Iray conversion of Neon’s bike last month I discovered the source of a bug that I’ve been dealing with since we converted Neon’s armor materials over to the new style. The bug would seemingly randomly cause the rendering engine (Iray) to switch from using the graphics cards to the CPU; something GPU renderers do when they’ve run out of video RAM. This is turbo bad, and basically locks down the computer for something like 10 minutes while Iray tries to initialize the render with the CPU (I opt to just restart everything, which is the next best thing to blasting it with a shotgun). Well, it turns out Iray is reporting incorrect VRAM usage -- and the main culprit in most of our cases is displacement mapping… something that we use pretty heavily and is all over Neon’s armor.
Displacement mapping (also called parallax mapping in games) is a technique for generating faux geometry from textures. Well, turns out Iray creates *actual* geometry… which saves no resources whatsoever, and eats up VRAM like crazy. The saving grace here is that while I was converting Neon’s bike I discovered good ol’ bump mapping works extremely well in Iray at very high levels, and even looks better than Iray’s displacement mapping does on assets that weren’t designed with its displacement algorithm in mind (most of our assets weren’t, and this can cause some really nasty artifacts). The downside is you lose out on the parallax effect that displacement offers, meaning that while lighting looks great, large features look very obviously flat. Since Neon’s armor has a lot of these features, we’ve decided that TK would optimize the models for use with bump mapping by adding the larger features straight into the geometry. While it may seem relatively minor, the benefits of this are:
Since editing the base models for her armor required re-rigging it, we decided to kill two birds with one stone and knock out her Genesis 3 conversion. Here are some of the major changes, as well as a gallery to show some of them visually:

TK’s Armor Remodeling Progress
It required quite a lot more effort than initially anticipated, but TK is nearly finished remodeling Neon’s armor to fix our rendering woes. TK has been doing this by baking the displacement maps to the geometry (resulting in a 4 million polygon model) and then using that as a guide to edit the topology of the base model to add the necessary details.
Here’s a gallery showing his progress!
Amazingly he’s been able to do this while keeping virtually the same polycount as the original geometry (which looked like this). Keep in mind that minor details will still look 3D by adding them via bump mapping.

New Genitals / Universal Wet Mapping / Geo-Grafting
I think when I left off last month I had started working on configuring our new genital system for Malise. That’s taken care of, and now that Neon has been converted to Genesis 3 she gets to use it as well :D. I hadn’t done much customization in these promo images, but I intend on differentiating them somewhat between characters. I also plan on improving the materials when I get a chance.
One thing I’ve been trying to do is to make these promo images serve as examples for new techniques we’ve figured out with the new art style. Something this Malise pic shows is our work on wet-mapping. Even though we were pretty much without Ubercharge in December due to his concept art apprenticeship, he took some time to hash out some experiments which should allow us to easily and quickly make any material we need to look wet. In the Malise image at the top I purposely made her boots wet, whereas the gloves of the same material are dry to show the difference. I did another test with the Neon image in which I made the water bead up on her armor. Taking this kind of thing a step further with masking in post, we should be able to make our 3D simulated slime and cum a whole lot more realistic.
Another thing I want to point out in that Malise image is the skin bulges around the gloves/boots. This is the effect we’d like to replicate with 3D armor damage. We are planning on doing this with geo-grafts much like the nipples and genitals (geometry that replaces parts of the Genesis 3 model, but also behaves as part of the body system). TK did some rough testing with Daz geo-grafts and they were pretty successful; they inherit joint correction morphs from the Genesis 3 figure, which was one of our major obstacles preventing us from doing this with Victoria 4.
AltairPL’s Programming Progress Update
If I had to describe December in just one word, it would probably be the word "HELL". When holidays finally came, I was just too damn tired to be in a festive mood... or to work, so I had to take few days to recover. What took the cake however, was New Year’s Eve and New Year totally ruined by aching tooth... fun.
Anyway, I somehow managed not to hang myself, and spent the majority of January on catching up... below is the list of stuff I did since the last monthly update up till now.
Exclusive to Battle Test Release:
At least remotely related to Battle Test Release:
Unrelated to Battle Test Release:

ARIS Station Map and HDR/Procedural Post Processing
Ero here again. I finished a block-out design for one of the new maps at the end of the year and now that Ubercharge is back he has been working on that. The map is for the first ARIS station you'll encounter in v0.06. We had done a previous version but decided we wanted to carry the dark vibe of the perimeter wall structure inside. He’s not quite finished with it yet, but you can check out a gallery of his progress here (updated since the Inner Circle post)!
A big step forward for us since Ubercharge came onboard is that we’ve begun transitioning a lot of things to HDR (high dynamic range). From the Wikipedia page, HDR is defined as a technique used in imaging to reproduce a greater dynamic range of luminosity than is possible with standard digital imaging or photographic techniques. For us, this basically means we can edit lighting in post much better, and achieve far more realistic lights and glare effects. Thus, while working on this new map, Ubercharge has been developing a procedural template using HDR in Nuke for post processing maps.
In addition, I’ve recently been working with ArionFX, a suite for Photoshop specifically for HDR effects. I’ll eventually use Nuke for this (once I learn it), but I’ve done some tests that show an improvement over my current techniques. I also used it for the new turn indicator graphic.

Volumetric Fog Testing
Ubercharge has been working on some initial testing with volumetric fog / area light beams / texture projection in Redshift, which reminded me I needed to figure out volumes in Iray for the Ven scene in v0.06. Volumes are really useful not only for a standard fog effect, but also for darkness, which you see in this test render with the Corruptor. This’ll be useful for saving time with H scenes where a lot of shots from different angles are needed, but where we don’t necessarily have background environments. Depth of field can also look good, but I find a lot of artists cheese the hell out of it to avoid putting effort in.
Looking Forward
I’ll probably need a few days to figure out a trajectory for the next monthly update goal, but it’s likely there’ll be another battle test release next month. There may be an additional one for the Inner Circle crowd in between, depending on what we choose to focus on and how long it takes. Once we get a second to breathe we’ll be able to better judge what features will be in it, and I’ll be sure to make another post in a couple of weeks or so once I have the details :D.
Carter Parks
2018-02-13 21:33:55 +0000 UTCJames Denning
2018-02-08 08:49:06 +0000 UTCCarter Parks
2018-02-06 17:56:39 +0000 UTCCarter Parks
2018-02-05 23:01:09 +0000 UTCCelios
2018-02-05 14:40:13 +0000 UTCCelios
2018-02-05 14:06:41 +0000 UTCCelios
2018-02-05 13:31:44 +0000 UTCAltairPL
2018-01-27 12:36:19 +0000 UTCBrian Rommel
2018-01-26 20:24:20 +0000 UTCAltairPL
2018-01-26 18:32:01 +0000 UTCBrian Rommel
2018-01-26 18:19:18 +0000 UTCAltairPL
2018-01-26 18:13:08 +0000 UTCBrian Rommel
2018-01-26 18:03:41 +0000 UTCAltairPL
2018-01-26 17:53:50 +0000 UTCBrian Rommel
2018-01-26 16:20:16 +0000 UTCAltairPL
2018-01-26 11:26:50 +0000 UTCBrian Rommel
2018-01-26 05:46:26 +0000 UTCCarter Parks
2018-01-26 04:23:30 +0000 UTCCarter Parks
2018-01-25 02:37:39 +0000 UTCCarter Parks
2018-01-24 06:20:00 +0000 UTCJamie C.
2018-01-21 11:02:30 +0000 UTCLoogie
2018-01-16 03:07:02 +0000 UTCAltairPL
2018-01-16 01:43:21 +0000 UTCCherryBlossomStorm
2018-01-16 01:00:16 +0000 UTCSirManatee
2018-01-15 20:16:53 +0000 UTCKim Kim
2018-01-14 21:04:30 +0000 UTCMostacho
2018-01-14 20:42:53 +0000 UTCFaithel
2018-01-14 20:22:53 +0000 UTCAltairPL
2018-01-14 19:15:35 +0000 UTCJames Denning
2018-01-14 19:02:24 +0000 UTCAltairPL
2018-01-14 15:55:44 +0000 UTCCereliona
2018-01-14 15:17:21 +0000 UTCAltairPL
2018-01-14 14:47:53 +0000 UTCAltairPL
2018-01-14 11:30:04 +0000 UTCSubjectivity
2018-01-14 11:20:03 +0000 UTCdd209
2018-01-14 10:44:25 +0000 UTC