Inner Circle Update for April 28 2019!
🕑 Added 2019-04-29 03:43:15 +0000 UTCHey guys!
I'm stopping in to update you on the status of the update. We've made a ton of progress, but are still working on achieving more stability with the AI before we wrap up the easy stuff. In particular there are a couple difficult bugs to track down, and I'm posting a list of all of the remaining things we've got left to tackle. I've also posted a clip from yesterday morning of the enemy AI doing its thing. We hadn't loaded up the updated animations yet, and we still haven't fine tuned parameters like the jump physics or enemies' walk animation playback speed, so it's all very clunky looking. I wouldn't post something as unpolished as this normally, but I want you to see some of the progress in action. Some of the things you'll see if you look closely in the video:
- Enemy navigation around obstacles
- Physics based collision between enemies and Onyx.
- Enemy behaviors such as juking, charging, and flanking Onyx.
Feel free to point stuff out and ask questions :D. Here are the remaining bugs / things on our to-do list we need to tackle before the release. Some of these sound pretty scary but a lot are just left-overs from recoding the combat system:
- Fix bug that sometimes causes enemies' AI to fail to restart after a struggle scene.
- Fix bug that inhibits struggle scene from starting, but leaves enemy stuck in struggle state.
- Fix bug where Onyx drags around a knocked down version of herself if she entered into a struggle and escaped while knocked down.
- Add infinite wave mode
- Tune animations that need it
- Draw order is incorrect for the H skeleton
- Finish implementing post-H scene gameplay reinitialization after a finisher.
- H animation sound FX system needs extending to play multiple sounds on single keyframe (will have to wait for next update), need to add merged SFX for now
- Fix issue preventing some other SFX to trigger
- Tweak attack cooldowns
- Tweak hit-boxes for new enemy animations
- Enemy health gauge displays incorrectly after restarting game from main menu
- Game Over screen locks up
- Enemy knockdown messed up
- Jump kick operates differently behind the scenes with our new code. Need to add Jumpkick hit box and test.
- Onyx goes sky high if she gets knocked down just as she's jumping up (yay physics).
The only really bad bugs in here are the first two, which are difficult to track down because they all involve multi-threaded code. That being said, I've gotten some strong leads and figured out how to repeat one of them in the last few hours, so hopefully we'll get somewhere on them when Mr. Kittyhawk wakes up.

Junkyard Level Artwork
In other news, Ubercharge has finished the first map of the junkyard level, and I think it may be my favorite environment to date. This one has four parallax layers, so it should look great in motion.
For the next map in this level, we're looking at doing a vista with a graveyard of giant mechs poking out of the fog in the background.
Check out the high res screens here:

Onyx Promotional Painting WIP
Lastly, I've been working on the Onyx promotional artwork from last week when I've had time. Here's a tiny teaser :D. I still have a ways to go on it.
Sorry again for the delays with the update ;(. The good news is once we're past this big overhaul we will be able to very easily do bite-sized updates, and I can finally get you more of those Inner Circle exclusive builds I've been promising.
Comments
QuestionablyInsane
This is super smooth and I'm looking forward to the "Final Form"! I like it a lot...But with that said a few tiny critiques... I had a small case of "Once I see it I can't unsee" with Onyx's foreground hand... It just seemed oddly angled during the motions with the hand being open... Maybe maybe have a bit of motion in it or have it be a fist? Secondly the uhhhh... climax... seemed kinda lack luster and just kinda ends for having so much fluids... Like maybe add some effects like the screen flashing white, the camera zooming in or shaking and some extra intense action just before the conclusion.
If you play the video at 1.5x speed, you get a mean bassy soundtrack. :P
Best May Day news ever!!!
Great, glad you guys like it so far :D. This isn't even our final form @_@
We're pushing through the remaining issues and with the exception of having to probably leave a few things we won't get to as "known issues", we should be good to go a May 2 release. We're going to post the monthly update on the 1st and do the release in a separate post after (whenever we finish).
Honestly I think it's already very good. Seeing as to how other H-games have lower quality animations, what you're doing is already AAA grade IMO in H-game standards.
Venus
Fantastic seeing it all come together. Have you considered including interactions/text between Onyx when she's grappled and during the H animation? BTW pornhub is most likely a good place to keep content like this... you may even attract new customers...
I used the same 3D body for anatomy reference as for her poses -- there's a strong perspective on the camera though.
Forgot to mention that animations aren't blending here -- that's why her head pops between the separate anim segments.
Think of it this way, promotional art on old movies never fully match what the actors actually look like. Poor excuse I know, butt...
MangoFishSocks
It's already looking a lot less robotic than the last time you previewed this. Good stuff.
Here's that H preview you guys asked for ^-^. Major spoiler obviously :o. This isn't the final H animation quality btw -- we mainly wanted to get the scenes working for this release. <a href="https://www.pornhub.com/view_video.php?viewkey=ph5cc75c60318d4" rel="nofollow noopener" target="_blank">https://www.pornhub.com/view_video.php?viewkey=ph5cc75c60318d4</a>
MangoFishSocks
I really like the AI. Apart from some shadowboxing and the white flashes, that preview looks really good. Certainly a game I'd play. The Onyx promotional painting also looks nice. A different art style to the game is certainly not a bad thing for a couple of pieces, but I do think you should stick closer to Onyx's proportions, particularly her hips and thighs. Might be too difficult to change it now, though. I again don't like the clear path in the junkyard map, but you're showcasing stand-in objects to walk around and jump over so my hopes are high. I don't mind the delays, you're keeping us up to date after all.
Gilver
Upload for us :D?
Sure, I have to wait till Mr. Kittyhawk gets up so he can upload the latest build, but it's all working :D. There won't be sounds since we still have to merge the files. We can't trigger multiple SFX on the same frame of an animation yet.
Gilver
Can we get a working h preview? Didn't get to see the last one, got taken down.