eromancer

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Scraped: 1/1/2025
Indexed: 9/27/2020
Updated: 12/24/2023

PURE ONYX - November 30, 2022 Test Release

Hey everyone!

Here is the new Pure Onyx release for the month :D!

** Links updated with patched release as of December 3!

The first major feature is an entirely reworked asset loading system.  The part you'll see for now is a new startup segment, which should not only perform much better and load faster, but will serve as a framework to add splash/loading graphics and the new main menu.   The benefits of this loading system rework extend into gameplay as well, as you should see reduced RAM consumption.  Load times and performance will further improve in the future as we make use of the benefits from this rework :D.

A second major feature is the turn animation system.  Onyx and enemies will now play a unique turning animation based on their current state when they change facing direction.  There are a lot of cases for this, so it's not perfect yet -- some AI cases need work, and some animations need improvement / some glitches fixed / or are missing still.  Once polished up however it will look far better than characters simply flipping (especially big enemies).

We've added a rough version of the 3x Vioreaper H scene for Onyx as well -- it needs more time in the oven but I wanted to get it in at least.

We've also knocked out a few more bug fixes since the post last night, so be sure to check out the list again if you saw it previously.

Changelog

  • Added early version of the 3x Vioreaper H scene for Onyx.
  • Completely revamped Unity asset hierarchy. Faster startup time, multithreaded loading, and greater flexibility for loading data on demand.
  • Reworked startup/splash screens to take advantage of above (Windows will no longer think the game is hanging during startup)
  • Reduced RAM consumption by 20% (throughout tested situations)
  • Heavily optimized SFX library by changing SFX that don't benefit from spatial width to mono.  Significant load time / RAM improvement.
  • Music and ambient SFX now stream, resulting in improved load times and memory consumption.
  • Onyx / all enemies using standard movement system now play turning animations instead of flipping instantly. This isn't perfect yet, there are more cases in which they should turn that don't have animations (or proper animations).
  • Enemies will no longer linger at their spawn position instead of agroing Onyx.
  • FemCop no longer does super distant repositioning jumps after spawning
  • FemCop's leap AI rebalanced, can no longer jump to where Onyx can't reach her (outside encounter boundaries).
  • Further increased barrel explosion's blast radius.
  • Fixed issues with actor meshes (articles of clothing, shoes, etc) disappearing when at the edge of the screen
  • Fixed camera not shaking during barrel explosions.
  • Revamped Wave Spawner, which should fix remaining issues preventing the wave system from progressing after enemies are defeated.
  • Fixed an unreported issue with enemy spawn selection that could occur starting at wave 35
  • Fixed issue where enemies on Red-Light / Test Mission missions would inherit difficulty from previous Survival wave missions instead of using own settings .
  • Fixed issue where Looters wouldn't run into view of player before starting to pilfer loot.

Known Issues

Here are the newest/most relevant known issues.

  • There's sometimes a single (very) glitchy frame in the middle of turn animations.  It's due to Unity playing in-between animation frames -- need more time to fix it.
  • The Vioreaper 3x scene still needs SFX.
  • Enemy bystanders can take damage from fire traps
  • Some visual glitches involving the new traps.
  • Barrels are apparently still able to spawn inside each other.
  • Player character downed animation post H scene is currently not playing in Gallery, nor are secondary idle animations.
  • Some new occurrences of enemies walking in place.
  • Charger may slide around if stunned at a very specific time.
  • Sounds are improperly playing during loading currently.
  • Destructible objects don't receive environment lighting or cast reflections yet.
  • Vioreapers are extra buzzy at the moment (even while knocked down).
  • It's possible to make Onyx invisible through some combination of opening console / enabling God Mode while Onyx is flashing due to respawning
  • 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 7/8/10/11 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 (UPDATED 9-24-22)

Keyboard:

  • Walk = Arrow Keys
  • Dash = Double tap + hold Left or Right, or Hold L Analog Stick
  • Menu Controls: Confirm = Z, Cancel = X
  • Interact / Pick Up = C
  • Jab = Z
  • Power Attack = D
  • Punch Combo = Forward + Z > Z > Z > Z
  • Kick Combo = X > X
  • Slide Attack = Down + X
  • Dodge = Shift, or Forward/Back + Shift
  • Defend = CTRL
  • Jump = Space
  • Jump Kick = X while jumping
  • Zoom In = Q
  • Zoom Out = A
  • 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

**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

Published: 12/1/2022, 4:36:43 AM

Added: 12/31/2022, 1:43:47 AM

Service: patreon

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