September 2020 Progress Update!
🕑 Added 2020-09-22 03:18:40 +0000 UTCHey guys!
I wanted to post this a few days ago, but we ended up finishing the Charger's FX and SFX, so I made a video to show his animations off.
This is definitely the best opportunity yet to use the character FX framework that we developed for the H system. While I'd love a person to work on FX as their primary job, I find it pretty enjoyable. I'm getting pretty comfortable with the workflow and have developed a nice rhythm with LewdK, our SFX developer, so I expect some good things in the future.
We were working on the last release up until the very end of August, but we've got quite a bit of other new stuff to show off from the last few weeks.
Topics for this Update;
- Charger Enemy/Boss Progress
- Enemy System Enhancements
- New Enemy Design #1: Dominatrix
- New Enemy Design #2: Splicer Fk-Doll
- New Enemy Design #3: Splicer Pitbull
- Database Enhancements
- Stats System
- Damage Formulae
- Player Attack Design and Combo Basics
- FemCop Progress
- Chain Splicer 3D Version WIP
- Liquid R&D Round 437134 (╯°□°)╯
Charger Enemy/Boss Progress
TMX, Mr. KH, and I have all been really busy with this guy for the past couple of weeks. Not only has this guy required a lot of FX, but for him to function well in game we've had to upgrade our AI, movement, and collision systems significantly (see below). Admittedly, it would've been quicker to get the Splicer Boss into the game first, but we've needed to break the mold on these things since working on the Vioreaper, and it just never got done.
We plan on using the Charger first as a boss, and then later as a common enemy, but likely with a slimmed down skill list. We may also make the boss version bigger, and I've even tossed the idea around of giving him a rider for a really unique boss fight (Onyx would be able to knock the rider off and they'd fight independently).
Here's the skill list that we have mostly working in-game and will make it into the next release:
- GroundSlam
- Charger will rear up on back legs, then slam down with front legs creating a circular AoE that spreads outward from the point of contact. Should be a reaction to the player character’s proximity.
- Charge
- Charger will run in a horizontal linear path, dealing damage and instant knockdown to whatever it hits. Hitting a target that he knocks down or destroys will not stop his charge. If Charger runs into an object that he does not destroy, or an indestructible object, he will react by bouncing against it (we still need to tackle this when we add destructible props to the game).
- BreathAttack
- Charger charges up and releases a very long range horizontal/untargeted linear breath attack. It hits multiple times in quick succession while the player character is caught in the blast, but does little poise damage.
- Roar
- Charger lets out a long roar that spawns debris that, after a period, will fall in randomized positions at slightly staggered times onto the playing field. The player can determine where they will fall by a growing simple shadow sprite on the ground. The debris causes instant knockdown.
- *Note*: We probably won't have the debris-falling element of this ready right away.
- Stun
- As with the 2D Splicer Boss implementation, instead of a knockdown, the Charger will go into a stun loop when he receives damage and a set of conditions are met.
- Sleep (Bystander / De-aggro state)
- Charger will lie down at his current position and sleep until the bystander phase is over or he is aggro'd, at which point he will wake up.
Enemy System Enhancements
So, as mentioned above, Mr. Kittyhawk has had to put a lot of work into upgrading AI, movement, and collision systems to better accommodate non-human and especially large enemies.
- Only player character has Dash system now. Developing related but 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 / shouldn't have any instances of Onyx floating (sliding off Charger for instance... will also be useful once we add props to the levels)
- Runt facing direction issue fix (maybe)
- Improved animation set inheritance. Enemies/NPCs of common types will have common animations set up already.
- 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 enemie. This allows enemies to simply play an animation on death instead of go through the knockdown routine.
- Had to re-add boss functionality of the stun mechanic and hit routine from 2D version (Onyx's attacks won't interrupt large enemies).
- Added 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.

New Enemy Design #1: Dominatrix
The idea for this enemy originated when someone suggested we add a club stage. I realized that would work really well as a module for the Red Light location, so here we are :D.
She will behave sort of like a succubus, with charm and whip attacks. We may have a boss version of her as well.

New Enemy Design #2: Splicer Fk-Doll
We've tossed around the idea of a female Splicer enemy for a bit. Something I decided would fit the role for the faction's planned story would be a submissive groupie-type female -- they are basically thralls to the gang.

New Enemy Design #3: Splicer Pitbull
The Splicer Pitbull is one of a few attack dog designs we have planned -- I have designs for one for each faction actually. They key will be to give them unique attacks to vary them up. Limbo did a bunch of variations of this guy (we can add more than one potentially), so let me know which ones you like the best.

Database Enhancements
Back-end work doesn't get a lot of fanfare, and AltairPL has really come through recently with his work on the database, especially in getting the most recent release ready. I added a couple screenshots above (right click > open image in new tab to see full size) to show off some of the capabilities that we now have.
In addition to these, he's added and fleshed out an audio database, an input icon database (for different controllers / keyboards), and databases for consumable items, power-ups, and currencies/resources.
Stats System
I spent some time writing up details for AltairPL and Mr. Kittyhawk regarding stats, damage formulae, and further design philosophy for attacks and combos. It's a bit of a deep dive, but I figured I'd share it here for those who are interested, and to highlight how this stuff integrates into our RPG framework.
Something to keep in mind is that this all was designed with the possibility of adding additional player characters in the future. That's out of scope, but if demand warrants it as the game comes together then it's something I'm open to, and is something I don't want to preclude by designing ourselves into a corner now.
- Strength (STR)
- Used in calculating unarmed and melee weapon damage
- Dexterity (DEX)
- Used in calculating ranged weapon damage
- Constitution (CON)
- Used in calculating physical damage against the actor.
- Willpower (WIL)
- Used in calculating non-physical damage against the actor.
- Used in willpower-based checks / affects H and exhaustion related mechanics.
- Agility (AGI)
- Affects calculations related to Stamina and the struggle / grapple system.
- Affects beast/vehicle riding performance
- Luck (LCK)
- Affects item find and the little things.
- Affects critical hits
- Affects the shop system
- Attack (ATK)
- Equipment stat. Used in calculating weapon attack damage.
- Defense (DEF)
- Equipment stat. Used in calculating physical damage reduction.
Damage Formulae
An important goal here is to construct a system that will work with additional player characters, should we choose to add them later. If we do, those characters will possibly use ranged primary weapons (Onyx uses Knuckles, a melee primary weapon). So, we need a system that accommodates that.
For this section, we will use keyboard controls for examples.
- Z = Primary Weapon Attack/Combo
- Onyx (Knuckles): Punch
- Malise (Twin Handguns): Fire Handguns
- Neon (Rifle): Fire Rifle
- X = Unarmed Attack/Combo
- Onyx: Kick
- Malise: Unarmed
- Neon: Unarmed / Drone Attack
Basic damage formulae (output end only):
- WEAPON Damage = Attack's Power * Stat (STR or DEX) Modifier * Weapon Attack Modifier * Status Effect and Damage Bonuses
- UNARMED Damage = Attack's Power * Stat (STR or DEX) Modifier * Status Effect and Damage Bonuses
Additional notes:
- Characters with primary ranged weapons would use DEX as their primary weapon mod stat.
- Characters with primary melee weapons would use STR as their primary weapon mod stat.
- Ranged Temporary/Secondary weapons use DEX, melee use STR.
- Unarmed attacks (X combo) would always use STR.
Player Attack Design / Combo Basics
In general, attacks performed with the Z key will use Weapon Damage, while attacks performed with the X key will use Unarmed Damage.
Throws, grapple attacks, stomp, jump kicks, and the sliding attack all use Unarmed Damage. This may differ in some manner for Onyx, as a way to make her playstyle unique.
Weapon attacks will generally have a linear attack area in the forward direction, and will be high damage due to receiving the effect from Weapon ATK. Some weapon effects (such as a gun that freezes enemies for example) will only apply to weapon attacks.
Unarmed attacks will be tailored toward crowd control, but will naturally be lower damage due to not getting the bump from Weapon ATK. Weapon combo finishers and Smash attacks (attackins requiring player to hold a button) will generally have larger area-of-effects designed to push or keep enemies away from the player character.
Player character stat curves will be designed to highlight their playstyle.
- Onyx, a melee heavy character, will have high STR and low DEX. She will therefore perform better with melee secondary weapons, and will have a higher natural unarmed damage.
- (Hypothetical!) Malise would have low STR and high DEX, making her considerably weaker when out of ammo or disarmed, but very effective when using any gun weapon. Malise may therefore highly benefit from perks that improve or increase the chance of finding ranged secondary weapons.
- (Hypothetical!) Neon might have balanced STR and DEX to differentiate her playstyle from Malise, but may have more unique unarmed attacks that she relies on due to them being characterized by her drone.
Some notes:
- To fit this paradigm, Onyx’s basic Punch Smash attack (we’ve been calling it Power Attack) will likely have a longer charge time and much longer linear range when improved via skills/perks. Her Force Push (finisher for her four punch forward combo) may have significantly longer range as well depending on perks.
- Onyx’s Smash kick attack could clear enemies around her, but at a very high stamina cost. We should also probably make her Kick combos faster, and less difficult to use.
- Am heavily leaning toward the idea of stamina-consuming attacks consuming HP when SP is gone. This would set up a similar system to Streets of Rage 3, in which a gauge filled up over time. When full, the character could use their crowd control attack for free, but if used earlier it would consume health. Using HP instead of SP might also speed exhaustion build-up.


FemCop Progress
TK finished up the genitals rigging for FemCop early in the month, and spent some time streamlining his workflow so this process won't be as painful on future female enemies. We've been experimenting with ideas for her attacks, and Limbo made a whole mess of concept poses. She will likely be an agile fighter with a shock baton, and will make sudden dodges and attacks that reposition her.



Chain Splicer 3D Version WIP
TK has been knocking off the rust out of his Marvelous Designer skills, and has been working on clothes for the 3D version of the Chain Splicer. I included a couple of early WIP shots above as well as the 2D version as reference for what he'll look like once completed. We'll probably mix and match this outfit with the Thug's to generate a few different common fighter-type Splicer enemies, such as melee weapon and gunner versions.
More Liquid R&D @_@
Uber's back at working on liquid simulation for H finishers! He's building on the previous progress by focusing on optimization and different emission techniques.
In the GIF above you'll see an optimized simulation that balances quality with polycount. These simulations get baked to alembic files (the same stuff the new Doom games use for liquid), which are basically flipbooks for 3d models in the same way spritesheets are for images. Having high poly models can bloat file size quickly, especially when the simulation needs to last up to 10 seconds or so. Quality loss comes across as sudden unnatural changes in the shape, which you can see a bit of on the left side, but is acceptable I think. Depending on our needs, we can also cut simulation framerate to lower file size futher.
The second area of focus is emission -- that is, how the particles are generated. Uber made a network in the past week that works quite well for squirts and streams that exhibits the same properties as the other recent simulations, which gives us a method of simulating external cumshots and the like.
Comments
Mistah Eff
That is a cockhorn. I'm confused about the liquid system. Will there be a combination of baked and dynamic fluid effects in the game, or do you use dynamic fluid simulation to create a baked fluid simulation for the game?
Only bad part is except for the one they all look muzzled. Can't tug on hair or shoulder bite subdue with a muzzle.
Jamie C.
;) those sticky fluids reminded me of the grilled cheese and ham i am eating right now. Melty stringy, PERFECTION.
👍 gj
Hentai Nerd!!!
Progress looks great!
Venus
Malise and Neon meantion! Dammit Ero! Great update, a lot to digest here.
Speedyshamrock
solid stuff as always guys!
MangoFishSocks
I like the top left pitbull design the most, the yellow wrap one with the muzzle. It's scrappy but not too much so and not too complicated like the other ones IMO.


