Hey everyone!
Here's the January test release for Pure Onyx :D!
- TEST RELEASE DOWNLOAD (Mega)
- TEST RELEASE DOWNLOAD (Google Drive - Use if Mega is slow)
We've added the Chain Splicer scenes as the first of the H scene reworks. There are still some tweaks and polish I want to make, but I'm pretty pleased with what we were able to do given the circumstances. If you so choose, you can disable the heart particle FX that you'll likely notice by toggling them off in the Options menu.
We've also made a lot of fixes, many of which involve the improved physics and collider systems we've been working on. One significant change is that Onyx no longer gets hung up on knocked down enemies, meaning it should be easier to place stomps / navigate past them. Actors also no longer interact in weird ways during knockdown. There's now even less jittering on collision, Onyx gets stopped less when moving against enemies, and she slides off enemies better when landing on them (these should be even better next release). We've also resolved issues with Onyx glitching against / being pushed through the map/screen edges when knocked down while pinned in.
We're looking at implementing portions of the combat overhaul in February, so you can look forward to fewer janky controls and more mobility for Onyx soon :D.
Here's the full changelog since last month's release!
Changelog
(** indicates items added or being added since the January 17 test release):
- ** Added reworked animations for Onyx + Chain Splicer H scene
- ** Added reworked animations for Onyx + Chain Splicer and Runt H scene
- ** Added reworked animations for Onyx + Chain Splicer and Thug H scene
- ** Added toggle in Options for Heart particle FX during H scenes
- ** Fixed Charger pushing Onyx beyond map boundary during regular knockdown/standup if he is pinning her in.
- ** Onyx can now move through enemies that are knocked down
- ** Actors no longer collide with each other while being launched or knocked down
- ** Some Z force is added to bump actors out of Onyx's way even when she approaches perfectly from the side
- ** Actors no longer pop on top of other actors that have deeply collided with them over the course of a single frame
- ** Actor repel cooldown works properly now, meaning Onyx can't push enemies along for days by walking up against them (or vise versa)
- ** Onyx no longer skips most of the knockdown animation when she's knocked down near the map/screen borders.
- ** Fixed jittering parallax backgrounds. Was very noticeable on "distant" backgrounds that nearly matched scroll speed of camera.
- ** Optimized scenes by disabling unnecessary colliders on graphics objects
- ** Larva (small worms) can no longer incorrectly be hit by knee attacks
- ** Larva can no longer be injured during initial ambush/fall state
- ** Fixed Larva sometimes getting knocked into the air when they should use their squish death
- ** Fixed regression where Chain Splicer could change direction after winding up / before attacking
- ** Enemies using the simple death state (Charger) no longer slide to their destination when killed while navigating
- ** Fixed lighting issue with world map that came with the performance overhaul
- ** Fixed an issue with Actors (noticeable on larva) starting at the incorrect scale when resizing
- ** Charger can once again be heard from a distance (added new capability for falloff range per sound FX)
- ** Achieved smoother camera motion by moving camera tracking target motion off of the physics loop and onto the rendering loop.
- Added placeholder "Under Construction" grapple/foreplay animations for all H scenes and restored H scenes to gameplay while we rework necessary animations.
- Greatly improved world map performance with no visual quality loss.
- Onyx can once again nudge enemies around by moving against them, making it somewhat easier to move by packs of enemies -- now with (virtually) no jittering. This will be improved for head-on collisions that can still stop Onyx.
- Enemies can now collide with and nudge other characters aside. Prevents behaviors such as enemies stacking. Also still tweaking.
- Removed crossfading from H scenes. May have small artifacts during animation changes for now, but greatly reduces wonkiness when there are no transitions / when skipping animations.
- Fixed a post-H scene issue that began after last month's H scene input overhaul in which Onyx couldn't move for a couple seconds after an H scene ended.
- Fixed a lighting issue with the Splicer Thug during the Onyx with Thug + Runt H scene
Known Issues
Here are the newest/most relevant known issues.
- Have to add a few new SFX to match the reworked H animations.
- Not happy with how Onyx can be pushed by enemies. This will likely change.
- Bat Bunny is missing her serving tray in her idle pose during actor selection in the H gallery.
- Liquid pools in the air in the Bunny Girls' background H scene currently. Need to fix some collider stuff.
- Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield. This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield. We're working on a fix ^-^.
- Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors.
- Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball.
- FemCop's force field doesn't emit light properly when the scene is mirrored.
- It's possible for FemCop's forcefield to spawn on top of bystander enemies.
- Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene.
- At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear.
- Some of Wraxe's combat FX need to be updated to work with new animations. Some may display as being rotated improperly or slightly out of position.
- Charger's hitbox shifts slightly after he charges. If he charges repeatedly this shift can add up to be significant. It will soon correct itself however.
- Liquid won't show on Onyx during the Thug's solo H scene. This will be fixed soon.
- The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play. We're aware of the cause and seeing if it pops up anywhere else before fixing it.
- Infinite jabs are way overpowered against bosses right now. Jab spam will be changed to a standing combo soon-ish (among other combat improvements).
- Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander.
Console Commands
The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help. You can use console commands for this while the game is still rough around the edges. Press the ` (backtick/tilde) key to open the console. Type any of the commands below and press enter. Press ` again to close the console.
- godmode on/off - Makes Onyx indestructible and impervious to Exhaustion.
- onepunchmode on/off - Gives Onyx the ability to kill anything with one attack.
- setwave # - Sets the enemy wave to the number specified. Changes will not be reflected in enemies until the current wave is wiped out. If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies.
- setgamespeed # - Multiplies the game speed by the number specified.
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:
- Walk = Arrow Keys
- Dash = Double tap + hold Left or Right, or Hold L Analog Stick
- Menu Controls: Confirm = Z, Cancel = X
- Jab = Z
- Power Attack = Hold Z
- Punch Combo = Forward + Z > Z > Z > Z
- Kick Combo = X > X
- Stomp = Down + X (hits downed enemies)
- Defend = Hold C
- Jump = Space
- Jump Kick = X while jumping
- Zoom In = Left Shift
- Zoom Out = Left Control
- Skip Struggle / H Animation = X / Space
- Skip Full H Scene = C
- 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. PS5 DualSense controllers are currently only compatible in wireless mode. **Note** 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