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RPGM Abandoned Malise And The Machine [v0.0511] [Eromancer]

3.70 star(s) 9 Votes

Arrngrim

Member
Oct 22, 2017
262
739
I remember following this game closely and throwing in quite a bit in the early days, even have many of the builds saved into my porn library. I daresay I am glad I pulled out when I did last year, things sure have gotten....spicy.

On a different note, I saw someone above has a very nice Noxian Nights fan poster. True story here, I'm responsible for the minotaur ending. I approached Sierra Lee in PM's about the idea and asked how much it'd be for just a sort of "Minotaur GB bad ending" because I liked that part where she walks into the room full of them and quickly retreats. He/she told me a price point of $800 USD. I happily paid right away. Then they stunned me. I thought it would just be sort of a bad ending like the tentacle wall ending, but they built a whoooole, complicated ending game around the idea. It was awesome. Best $800 I've ever spent. (~.~):b Not looking for any recognition, just thought I'd share that tidbit about that particular ending since it's...well...interesting, I think.

Back to MatM, I've got one of their early posters framed and hanging on my wall. It's a small one, but was one of the rewards for the $40 or $50, forget which. Still hoping this game finally gets released, but after the switch to the monthly payments...things suuuuure did slow down eh?
 

RM

Member
May 25, 2017
169
319
I remember following this game closely and throwing in quite a bit in the early days, even have many of the builds saved into my porn library. I daresay I am glad I pulled out when I did last year, things sure have gotten....spicy.

On a different note, I saw someone above has a very nice Noxian Nights fan poster. True story here, I'm responsible for the minotaur ending. I approached Sierra Lee in PM's about the idea and asked how much it'd be for just a sort of "Minotaur GB bad ending" because I liked that part where she walks into the room full of them and quickly retreats. He/she told me a price point of $800 USD. I happily paid right away. Then they stunned me. I thought it would just be sort of a bad ending like the tentacle wall ending, but they built a whoooole, complicated ending game around the idea. It was awesome. Best $800 I've ever spent. (~.~):b Not looking for any recognition, just thought I'd share that tidbit about that particular ending since it's...well...interesting, I think.

Back to MatM, I've got one of their early posters framed and hanging on my wall. It's a small one, but was one of the rewards for the $40 or $50, forget which. Still hoping this game finally gets released, but after the switch to the monthly payments...things suuuuure did slow down eh?
Holy shit that was my favourite part of Noxian Nights!
 
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bigpenniser

Well-Known Member
Aug 7, 2016
1,918
2,610
I remember following this game closely and throwing in quite a bit in the early days, even have many of the builds saved into my porn library. I daresay I am glad I pulled out when I did last year, things sure have gotten....spicy.

On a different note, I saw someone above has a very nice Noxian Nights fan poster. True story here, I'm responsible for the minotaur ending. I approached Sierra Lee in PM's about the idea and asked how much it'd be for just a sort of "Minotaur GB bad ending" because I liked that part where she walks into the room full of them and quickly retreats. He/she told me a price point of $800 USD. I happily paid right away. Then they stunned me. I thought it would just be sort of a bad ending like the tentacle wall ending, but they built a whoooole, complicated ending game around the idea. It was awesome. Best $800 I've ever spent. (~.~):b Not looking for any recognition, just thought I'd share that tidbit about that particular ending since it's...well...interesting, I think.

Back to MatM, I've got one of their early posters framed and hanging on my wall. It's a small one, but was one of the rewards for the $40 or $50, forget which. Still hoping this game finally gets released, but after the switch to the monthly payments...things suuuuure did slow down eh?
Well, thank you for that. It was one of the best endings.
 
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156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,512
I remember following this game closely and throwing in quite a bit in the early days, even have many of the builds saved into my porn library. I daresay I am glad I pulled out when I did last year, things sure have gotten....spicy.

On a different note, I saw someone above has a very nice Noxian Nights fan poster. True story here, I'm responsible for the minotaur ending. I approached Sierra Lee in PM's about the idea and asked how much it'd be for just a sort of "Minotaur GB bad ending" because I liked that part where she walks into the room full of them and quickly retreats. He/she told me a price point of $800 USD. I happily paid right away. Then they stunned me. I thought it would just be sort of a bad ending like the tentacle wall ending, but they built a whoooole, complicated ending game around the idea. It was awesome. Best $800 I've ever spent. (~.~):b Not looking for any recognition, just thought I'd share that tidbit about that particular ending since it's...well...interesting, I think.

Back to MatM, I've got one of their early posters framed and hanging on my wall. It's a small one, but was one of the rewards for the $40 or $50, forget which. Still hoping this game finally gets released, but after the switch to the monthly payments...things suuuuure did slow down eh?
I didn't know Bill Gates played these games.
 
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dd209

Newbie
Aug 2, 2017
40
22
Any word on the battletest?
A third version of the battletest was promised for the start of March for inner circle members, but has been delayed to the end of the month. And still no lust levels/armour breakage implemented, let alone h-content. Next funding cycle I think I'll drop M&M again, progress has just been such a letdown since I resubbed. Maybe I'll throw another 5 dollars their way in 6 months to see if anything has actually happened.
 

bigpenniser

Well-Known Member
Aug 7, 2016
1,918
2,610
A third version of the battletest was promised for the start of March for inner circle members, but has been delayed to the end of the month. And still no lust levels/armour breakage implemented, let alone h-content. Next funding cycle I think I'll drop M&M again, progress has just been such a letdown since I resubbed. Maybe I'll throw another 5 dollars their way in 6 months to see if anything has actually happened.
Wait, they are going to release ANOTHER delayed battle test? Really?
Its becoming clearer by the day that they aint finishing this.
Also what are the battle tests anyways? Just the combat with the models there looking pretty?
 
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dd209

Newbie
Aug 2, 2017
40
22
Wait, they are going to release ANOTHER delayed battle test? Really?
Its becoming clearer by the day that they aint finishing this.
Also what are the battle tests anyways? Just the combat with the models there looking pretty?
Yup, just the new cop enemies hitting the new models with batons. No nudity, no lust effects, no hentai.

I honestly think Eromancer just has a complete lack of self-awareness when he writes these updates about the amazing progress he's made with this or that lighting effect or reflective surface or "optimized workflow" and such whilst the net result for backers, month after month, is basically nada.
 

bigpenniser

Well-Known Member
Aug 7, 2016
1,918
2,610
Yup, just the new cop enemies hitting the new models with batons. No nudity, no lust effects, no hentai.

I honestly think Eromancer just has a complete lack of self-awareness when he writes these updates about the amazing progress he's made with this or that lighting effect or reflective surface or "optimized workflow" and such whilst the net result for backers, month after month, is basically nada.
Hey, we have done so much progress with the game. I am not going to show you, but we have, I promise!
 

Excelent

Newbie
Nov 18, 2017
47
17
Hey, we have done so much progress with the game. I am not going to show you, but we have, I promise!
U may tell the truth, but people are already losing almost all of their trust so without any evidence, I'm sorry to say this, words mean nothing.
 
Jun 30, 2017
293
356
I'm not a jerk, but no matter how many words flow out, it can't gain the trust of people those who waiting and waiting for a very long time, waiting for the promise to be fullfilled. Something is needed to gain back the trust
 

bigpenniser

Well-Known Member
Aug 7, 2016
1,918
2,610
U may tell the truth, but people are already losing almost all of their trust so without any evidence, I'm sorry to say this, words mean nothing.
It was a joke, I have no idea what are they doing in regards to the game, probably nothing.

I'm not a jerk, but no matter how many words flow out, it can't gain the trust of people those who waiting and waiting for a very long time, waiting for the promise to be fullfilled. Something is needed to gain back the trust
Trusts long gone on my part. It was one of the few of these games I would have boguht if it released at an appropiate time. That appropiate time has long past.
 

Jokey123

Newbie
Jul 27, 2017
25
75
Eromancer posted

March Progress Update!




Hey everyone!

We’re less than three weeks out from the Battle Test 2 release, so this update is not be quite as lengthy as our usual ones. We still need up to a week or so to get Battle Test 3 (BT3) ready, so the plan is to release it for the $3 tier at the beginning of April and we’ll finally be back to posting monthly updates at the beginning of the month. The good news is Ubercharge completed the battle/portrait lighting rig that we intend to use throughout the game, and I’ll be using it to light the portraits for BT3. The results are better than our previous ones (you’ll find an example below), and it takes far less time to configure. Some other big news is that we’ve updated all of Malise’s base files (we had a pretty huge list of fixes piling up) and in doing so took some time to improve upon lingering cosmetic issues / act on feedback we’ve received. The result is a new face, a slew of body fixes, material edits, and new hair. Here’s the list of topics for this post (I’ve updated these sections since the last IC update):

  • Malise Updates Part 1
  • Malise Updates Part 2
  • Ubercharge’s Battle / Portrait Lighting System
  • H Artwork / New Processing Test
  • AltairPL’s Coding Progress Update
  • Ubercharge’s Map Progress
  • To Do List

Malise Updates Part 1

TK and I went through probably three different variations of Malise after Battle Test 2, and it’s been both very frustrating and a solid learning experience in how to manage stylization with the new art style. Our most realistic version, which we put three days into, but simply didn’t mesh with the body, hair, or other characters. While that sucked, it did help me to learn what features work with our style and what doesn’t. For the past few weeks I’ve been studying artists like and (League of Legends), as I think segments of their work are approximately the level of stylization we need for faces/bodies. At any rate, our work resulted in quite a few changes.

Below you can check out the new face model, as well as the more realistic one we passed on. The most obvious change is probably the much better eye shape. You can also expect better facial expressions once we’re done.

There were also a host of changes/fixes to the body. The biggest difference however is probably the hair, which I know some people felt was too plain. One especially good thing about the new hair is that it should be much easier to pose.

Lastly showing the (almost) finished face. The hair wasn’t done yet when these were captured. Please let me know what you think!




Malise Updates Part 2

Since we revealed the above changes last week to the Inner Circle crowd we’ve done some additional work, and I’ve rendered a new set of images to illustrate some of these as well as show some expressions on the new face.

(no processing, these are straight from the viewport).

And here’s the list of edits:

  • I’ve finalized the hair material edits.
  • We’ve further sculpted the hair and bangs (sharpened the points and tried to make the bangs look more natural and mesh better with the new ponytail by messing em up a bit). Check it out in the images below.
  • Finished a set of fixes for her mouth and teeth position, which were making expressions with an open mouth generally weird.
  • We’ve completed other miscellaneous fixes such as and that I’ve expertly hidden until now :D (I think).
  • TK re-rigged the holsters, which now work perfectly ( ).
  • Improved skin glossiness and sub-surface scattering
  • TK has completed the transfer of suit morphs/configurations to the new body shape.
  • Forgot to mention this previously, but the suit’s highlights will be subtler and less distracting with its new material, but still be obviously shiny.



Ubercharge’s Battle / Portrait Lighting System

The goal of system is to simplify the battle lighting process so we don’t need to move lights around for every environment (something really time consuming as you saw from our work on Battle Release 2). To accomplish this, the vast majority of lighting for portraits and battle artwork will be done in post. .

The system works by using . When I render out a battle portrait, I simply have to render each light group individually, and then I’m done with that portrait for good. This will also work for enemies. Then, using Uber’s black magic, we can actually blend those light groups’ intensities and color in post to create lighting for any environment we may come up with in the future. All three of the very different lighting examples in the image linked above were generated with the same set of renders. Eventually we may even be able to do this in-game in real-time, which will cut down on the hard drive space required for portraits by a ton.

, which will use the new lighting rig as an opportunity for me to get some practice with it.


H Artwork / New Processing Test

I’ve started working on some H artwork and took a couple tests to completion. I’ll likely be putting these together intermittently over the next few weeks and hopefully by the time we need them I’ll have a full H skill chain or two ready for one of the releases.

I’ve also been testing out some new processing effects, including depth of field and chromatic aberration, both of which are present in the above images. Uber taught me how to add depth of field entirely in post, which is a pretty great benefit of the 32-bit workflow. I’m using the chromatic aberration (color bleed around the edges) effect largely to add to the retro film vibe. I’m considering carrying this and elsewhere now that we can blend effects better.


AltairPL’s Coding Progress Update

If you saw the Inner Circle updates this month, skip to the “***” symbol for the new stuff.

Just before I decided to take a break from the battle engine overhaul, which resulted in URGE’s conception, I made 2 serious mistakes. I left the targeting system untouched AND I made no notes or comments about it. Both came back to haunt me when we started releasing Battle Tests... the 1st Battle Test had some serious issues with invalid actions being performed, and the 2nd one was riddled with similar unwanted behavior, mostly caused or made apparent by fixes for issues from Battle Test 1. What a mess...

The only thing I could do in a situation like this was to finally rewrite the targeting system, but after starting this, I've learned that all action progression was depending on more or less vanilla RPG Maker behavior and some other wrong assumptions. So, the only choice I had was to redesign and recode the whole action progression with new target determination in mind.

The new design was relatively simple on paper, but actually coding its prototype required some pretty nifty work. I must admit I'm very happy with both the speed and the results. Suffice to say, just this one thing eradicated most of the current problems with in-battle actions. The new system is not only less buggy and more stable, but also allows for some additional action features to be implemented, including one or two already done or planned. Also, while implementing it, I've made a lot of notes about things that may require some more attention sooner or later - possible death-traps (including stuff actually related to character/enemy death), things to optimize, good places for planned features and so on.

A lot of work, but well worth the effort and time. It still needs a lot more work and testing, but after a while I got fed up with it, and since Ero required assistance with something entirely different, I've changed gears for a while.

***

What Ero needed from me was some answers about how well the engine handles diagonal stairs. As some of you remember, the last time those were used in a game was in the “Old Town” maps from v0.02 (area with Splicers and Stigmata), which was a long time ago. In the Old Town maps, diagonal stairs were handled by a 3rd party script, which did its job, but was extremely limiting and a bit clunky. On top of that, it's nowhere near being compatible with my implementation of map levels/layers, so I needed to code it more or less from scratch. Problem here was that stairs are pretty much a part of movement code, which was in shambles and needed to be dealt with before I even started adding to it. Fortunately, I made some conceptual design of stairs mechanics pretty quickly and gave Ero his answers, so he and Uber could continue working on maps with stairs while I revamped the code needed to handle it. Suffice to say, all movement code was updated, some hard-coded things were replaced with more dynamic counterparts, a lot of stuff got cleaned up and better organized and diagonal stairs are now fully functional.

After finishing the stairs/movement stuff, I needed a short break from coding. Since some things related to battle still require some kind of overhaul, I've spent a few days on writing a short novel detailing what and how they need to be done – it should help a lot when the time to actually overhaul them comes.

With this out of the way, I turned my attention back to the battle stuff. The first thing after getting back to coding was to implement the sprite layering system required for bloom and HDR processing - gonna spare you the gory details. Portraits should look much better in Battle Test 3, with hopefully not too big a performance price to pay.

The next thing on the agenda is the aforementioned "notes about things that may require some more attention sooner or later". It's my current work-in-progress, but I'm already very glad I started doing it now, because it helped me to eradicate one critical issue I thought was limited only to holds, but as it happens, could occur pretty much for every action. I really hope this will finally make the battle engine rock-solid.




Ubercharge’s Map Progress

Eromancer here again. I helped Uber out with a block-out diagram for his new map, for which he intends to use his procedural shaders that I showed off during the monthly update. He just got to the point where he is able to test them out, but so far it looks like they will perform great. Once he got it working -- no texturing or UV mapping required.

Here’s a set of images showing his progress from the initial block-out stage to the mostly finished geometry (still needs to add props).


To Do List

Here is a broad version of our to-do list for the next few weeks. I’ll probably add one of these more often from here on out. I’ve checked off stuff we’ve completed since the last Inner Circle update.

Eromancer

  • COMPLETE: Some remaining Malise hair edits
  • IN PROGRESS: Update Malise battle portraits with her new version
  • IN PROGRESS: Create upper body exposed portrait versions once TK has the suit ready
  • COMPLETE: Work with Uber to recreate his battle/portrait lighting rig in Daz
  • Continue experimenting with Police H skill artwork
  • Calibrate Daz lights for HDR processing (currently doing this in post and it’s resulting in degraded dynamic range)
  • IN PROGRESS: HDR processing on Neon/Malise’s new portraits. I learned batch processing in the program we’re using for this and completed Neon’s portraits, but may do them over with Uber’s battle rig lighting (shouldn’t take long since it’s all procedural).
TK

  • COMPLETE: Update Malise’s Maya scenes to reflect the new body edits
  • COMPLETE: Transfer updates to alternate suit configurations (zipper open, etc)
AltaiPL

  • COMPLETE: Implement sprite layering system required for bloom and HDR processing
  • IN PROGRESS: Continue work on battle engine
Ubercharge

  • COMPLETE: Finish battle and portrait lighting rig in Maya
  • IN PROGRESS: Continue work on maps ( )
Post BT3

  • Paint Malise armor damage concepts for TK
  • TK and Uber to begin sculpting / implementation for Malise’s armor damage
  • Enty launch
  • Update Neon and her base scene files / prepare Neon's armor damage
  • Help Ubercharge with Splicer overhaul
  • Start Ven overhaul(?)

 
Jun 30, 2017
293
356
With current progression and my calculation. We will have game next three months, or even four months. But well if Eror serious about release the game it is worth waiting though ^^
 

dd209

Newbie
Aug 2, 2017
40
22
yo thanks for the update dude, looks good.

one tiny thing: is there actually two test h artworks? they both link to the same page
Only h-tests I've seen are A: Malise forced to blow a cop with her suit zipped up and B: the same image but with her suit unzipped and breasts exposed.
 
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petromonium

Newbie
May 20, 2017
26
12
Eromancer posted

March Progress Update!




Hey everyone!

We’re less than three weeks out from the Battle Test 2 release, so this update is not be quite as lengthy as our usual ones. We still need up to a week or so to get Battle Test 3 (BT3) ready, so the plan is to release it for the $3 tier at the beginning of April and we’ll finally be back to posting monthly updates at the beginning of the month. The good news is Ubercharge completed the battle/portrait lighting rig that we intend to use throughout the game, and I’ll be using it to light the portraits for BT3. The results are better than our previous ones (you’ll find an example below), and it takes far less time to configure. Some other big news is that we’ve updated all of Malise’s base files (we had a pretty huge list of fixes piling up) and in doing so took some time to improve upon lingering cosmetic issues / act on feedback we’ve received. The result is a new face, a slew of body fixes, material edits, and new hair. Here’s the list of topics for this post (I’ve updated these sections since the last IC update):

  • Malise Updates Part 1
  • Malise Updates Part 2
  • Ubercharge’s Battle / Portrait Lighting System
  • H Artwork / New Processing Test
  • AltairPL’s Coding Progress Update
  • Ubercharge’s Map Progress
  • To Do List

Malise Updates Part 1

TK and I went through probably three different variations of Malise after Battle Test 2, and it’s been both very frustrating and a solid learning experience in how to manage stylization with the new art style. Our most realistic version, which we put three days into, but simply didn’t mesh with the body, hair, or other characters. While that sucked, it did help me to learn what features work with our style and what doesn’t. For the past few weeks I’ve been studying artists like and (League of Legends), as I think segments of their work are approximately the level of stylization we need for faces/bodies. At any rate, our work resulted in quite a few changes.

Below you can check out the new face model, as well as the more realistic one we passed on. The most obvious change is probably the much better eye shape. You can also expect better facial expressions once we’re done.

There were also a host of changes/fixes to the body. The biggest difference however is probably the hair, which I know some people felt was too plain. One especially good thing about the new hair is that it should be much easier to pose.

Lastly showing the (almost) finished face. The hair wasn’t done yet when these were captured. Please let me know what you think!




Malise Updates Part 2

Since we revealed the above changes last week to the Inner Circle crowd we’ve done some additional work, and I’ve rendered a new set of images to illustrate some of these as well as show some expressions on the new face.

(no processing, these are straight from the viewport).

And here’s the list of edits:

  • I’ve finalized the hair material edits.
  • We’ve further sculpted the hair and bangs (sharpened the points and tried to make the bangs look more natural and mesh better with the new ponytail by messing em up a bit). Check it out in the images below.
  • Finished a set of fixes for her mouth and teeth position, which were making expressions with an open mouth generally weird.
  • We’ve completed other miscellaneous fixes such as and that I’ve expertly hidden until now :D (I think).
  • TK re-rigged the holsters, which now work perfectly ( ).
  • Improved skin glossiness and sub-surface scattering
  • TK has completed the transfer of suit morphs/configurations to the new body shape.
  • Forgot to mention this previously, but the suit’s highlights will be subtler and less distracting with its new material, but still be obviously shiny.



Ubercharge’s Battle / Portrait Lighting System

The goal of system is to simplify the battle lighting process so we don’t need to move lights around for every environment (something really time consuming as you saw from our work on Battle Release 2). To accomplish this, the vast majority of lighting for portraits and battle artwork will be done in post. .

The system works by using . When I render out a battle portrait, I simply have to render each light group individually, and then I’m done with that portrait for good. This will also work for enemies. Then, using Uber’s black magic, we can actually blend those light groups’ intensities and color in post to create lighting for any environment we may come up with in the future. All three of the very different lighting examples in the image linked above were generated with the same set of renders. Eventually we may even be able to do this in-game in real-time, which will cut down on the hard drive space required for portraits by a ton.

, which will use the new lighting rig as an opportunity for me to get some practice with it.


H Artwork / New Processing Test

I’ve started working on some H artwork and took a couple tests to completion. I’ll likely be putting these together intermittently over the next few weeks and hopefully by the time we need them I’ll have a full H skill chain or two ready for one of the releases.

I’ve also been testing out some new processing effects, including depth of field and chromatic aberration, both of which are present in the above images. Uber taught me how to add depth of field entirely in post, which is a pretty great benefit of the 32-bit workflow. I’m using the chromatic aberration (color bleed around the edges) effect largely to add to the retro film vibe. I’m considering carrying this and elsewhere now that we can blend effects better.


AltairPL’s Coding Progress Update

If you saw the Inner Circle updates this month, skip to the “***” symbol for the new stuff.

Just before I decided to take a break from the battle engine overhaul, which resulted in URGE’s conception, I made 2 serious mistakes. I left the targeting system untouched AND I made no notes or comments about it. Both came back to haunt me when we started releasing Battle Tests... the 1st Battle Test had some serious issues with invalid actions being performed, and the 2nd one was riddled with similar unwanted behavior, mostly caused or made apparent by fixes for issues from Battle Test 1. What a mess...

The only thing I could do in a situation like this was to finally rewrite the targeting system, but after starting this, I've learned that all action progression was depending on more or less vanilla RPG Maker behavior and some other wrong assumptions. So, the only choice I had was to redesign and recode the whole action progression with new target determination in mind.

The new design was relatively simple on paper, but actually coding its prototype required some pretty nifty work. I must admit I'm very happy with both the speed and the results. Suffice to say, just this one thing eradicated most of the current problems with in-battle actions. The new system is not only less buggy and more stable, but also allows for some additional action features to be implemented, including one or two already done or planned. Also, while implementing it, I've made a lot of notes about things that may require some more attention sooner or later - possible death-traps (including stuff actually related to character/enemy death), things to optimize, good places for planned features and so on.

A lot of work, but well worth the effort and time. It still needs a lot more work and testing, but after a while I got fed up with it, and since Ero required assistance with something entirely different, I've changed gears for a while.

***

What Ero needed from me was some answers about how well the engine handles diagonal stairs. As some of you remember, the last time those were used in a game was in the “Old Town” maps from v0.02 (area with Splicers and Stigmata), which was a long time ago. In the Old Town maps, diagonal stairs were handled by a 3rd party script, which did its job, but was extremely limiting and a bit clunky. On top of that, it's nowhere near being compatible with my implementation of map levels/layers, so I needed to code it more or less from scratch. Problem here was that stairs are pretty much a part of movement code, which was in shambles and needed to be dealt with before I even started adding to it. Fortunately, I made some conceptual design of stairs mechanics pretty quickly and gave Ero his answers, so he and Uber could continue working on maps with stairs while I revamped the code needed to handle it. Suffice to say, all movement code was updated, some hard-coded things were replaced with more dynamic counterparts, a lot of stuff got cleaned up and better organized and diagonal stairs are now fully functional.

After finishing the stairs/movement stuff, I needed a short break from coding. Since some things related to battle still require some kind of overhaul, I've spent a few days on writing a short novel detailing what and how they need to be done – it should help a lot when the time to actually overhaul them comes.

With this out of the way, I turned my attention back to the battle stuff. The first thing after getting back to coding was to implement the sprite layering system required for bloom and HDR processing - gonna spare you the gory details. Portraits should look much better in Battle Test 3, with hopefully not too big a performance price to pay.

The next thing on the agenda is the aforementioned "notes about things that may require some more attention sooner or later". It's my current work-in-progress, but I'm already very glad I started doing it now, because it helped me to eradicate one critical issue I thought was limited only to holds, but as it happens, could occur pretty much for every action. I really hope this will finally make the battle engine rock-solid.




Ubercharge’s Map Progress

Eromancer here again. I helped Uber out with a block-out diagram for his new map, for which he intends to use his procedural shaders that I showed off during the monthly update. He just got to the point where he is able to test them out, but so far it looks like they will perform great. Once he got it working -- no texturing or UV mapping required.

Here’s a set of images showing his progress from the initial block-out stage to the mostly finished geometry (still needs to add props).


To Do List

Here is a broad version of our to-do list for the next few weeks. I’ll probably add one of these more often from here on out. I’ve checked off stuff we’ve completed since the last Inner Circle update.

Eromancer

  • COMPLETE: Some remaining Malise hair edits
  • IN PROGRESS: Update Malise battle portraits with her new version
  • IN PROGRESS: Create upper body exposed portrait versions once TK has the suit ready
  • COMPLETE: Work with Uber to recreate his battle/portrait lighting rig in Daz
  • Continue experimenting with Police H skill artwork
  • Calibrate Daz lights for HDR processing (currently doing this in post and it’s resulting in degraded dynamic range)
  • IN PROGRESS: HDR processing on Neon/Malise’s new portraits. I learned batch processing in the program we’re using for this and completed Neon’s portraits, but may do them over with Uber’s battle rig lighting (shouldn’t take long since it’s all procedural).
TK

  • COMPLETE: Update Malise’s Maya scenes to reflect the new body edits
  • COMPLETE: Transfer updates to alternate suit configurations (zipper open, etc)
AltaiPL

  • COMPLETE: Implement sprite layering system required for bloom and HDR processing
  • IN PROGRESS: Continue work on battle engine
Ubercharge

  • COMPLETE: Finish battle and portrait lighting rig in Maya
  • IN PROGRESS: Continue work on maps ( )
Post BT3

  • Paint Malise armor damage concepts for TK
  • TK and Uber to begin sculpting / implementation for Malise’s armor damage
  • Enty launch
  • Update Neon and her base scene files / prepare Neon's armor damage
  • Help Ubercharge with Splicer overhaul
  • Start Ven overhaul(?)

thanks a lot! you're awesome!!!
 
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Reactions: Jokey123

156_163_146_167

Engaged Member
Jun 5, 2017
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Thanks a lot, @Jokey123 for posting that update.

It may just be me, but it seems that they are really pouring too much time and effort into the little things. The improvements you see in this update compared to the last one are minimal, and not that significant. Especially looking at Malise her model. How long are they going to spend on her, anyway? When's enough? And there's still another main character in the game.

I wonder if they've ever heard of the 80/20 rule. Because I think they've long passed that 80% done threshold, and are now putting a lot of time into getting that remaining 20% they way they want it.
 
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