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

3.70 star(s) 9 Votes
Jun 30, 2017
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346
in this scenarios, fake meaning they just draw some images and pretend that they hard-working. But like i said, those Battle Test is a step forward, but still not enough, it can holding current patreoner those still donate, but for new fan and already left fan, it is still futile.
 

156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,501
@156_163_146_167 yes, but they do choose to do that only with people believing in their work and supporting them. Providing monthly updates of the progress is not something most companies would do anyway, most keep silence the whole project and never leak anything. Sure, for indie studios things are different when you need backing, but again, this is their choice.

I can assure you that writing a post showing the game progress could take a lot of time that could be spent doing real development. An hour? No way... try to do it and you will see how many times you will return editing the original post, how many time you would like the rephrase something, and so on.
And why would you think they are documenting their work properly? Maybe they work in a full chaotically style, as a developer if you start documenting everything then you will have less time to try new things and develop new stuff.

I agree they work on some models beyond my understanding, they are doing changes they trump as being fantastic improvements and they show new/old pictures comparison and I look at the images 10 times and I see no difference and don't understand what they are talking about, and I feel they lost a lot of time for something that was already looking top notch anyway, so why bother? But is their decision to do that, they can rework over and over again until they as developers are happy with how it turns out.
It's totally their choice to hide their progress from the public, I get that. But at the same time it's an idiotic decision. Why would you not want to share what you are working on if that could mean more supporters? You say that most companies don't share progress, but almost all developers in this area do. And don't go comparing these developers to AAA studios, because they're not.

But if writing something of an update post like that takes that much time, which I still don't think it does, why would you even bother going into that much detail, and then choosing to hide it. Great, I want to know what this developer is up to, but if I wanted to know, I'd either have to pay them (which I don't know is a financially sound decision until I've actually seen the progress, at which point it's too late) or I'd have to be on forums like we are here.

Are you actually in favour of a chaotic development style? That sounds like madness. Proper documentation and design is crucial to get a project done in a timely manner and to keep things maintainable in the future. If they don't document what they're doing, which they are by proxy with these progress updates, then how do they know they are working on the right thing? Do they themselves realize that they have been working on the same things for such a long time, or have they gotten blind to it by this point?

Saying that if you start documenting there's less time to try new things and develop new stuff is bullshit, in my opinion. If you're going to try out new things, then especially documentation becomes important. When you're trying out new things, you have to keep track of those new things, how they work, how they compare to each other, why you have chosen to use that new thing, etc.

I don't even know why I am so passionate about the way a development team that I know very little about is handling the development of a porn game that I will likely not even end up paying for, honestly.
 
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Jun 30, 2017
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can any hero between us share the link for ?
this is pretty hard, i think most member here is not Erormancer Inner Circle member, or not even their casual patreoner. I think you need to wait until they officially release ver 0.06 to the public which will take a very "good" amount of time.
 

Apollyon47

Newbie
May 9, 2017
37
77
this is pretty hard, i think most member here is not Erormancer Inner Circle member, or not even their casual patreoner. I think you need to wait until they officially release ver 0.06 to the public which will take a very "good" amount of time.
i am casual patreoner but i guess i will increase the pledge to inner circle on april
 

Ferghus

Engaged Member
Aug 25, 2017
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I'd wait til they have an actual new build. They seem so fixated on goals that are beyond their budget that I'm unsure if they'll be able to release the next demo by the end of this year. It doesn't help that they keep redoing maps and renders. Like I don't even know if they have a lore anymore at this point. For fuck's sake, look at their most recent .
 

bigpenniser

Well-Known Member
Aug 7, 2016
1,910
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here it is as i promised :)
Thanks a lot! Lets see how it goes.

EDIT: After playing... I really hope thats not all they have. I understand this was a battle test of no idea what because it is exactly the same system but... One enemy and exactly the same mechanics as before? And also in the old ass RPGM version? UKAY
 

mks2

New Member
Aug 6, 2017
5
3
Do you see HP bars in the battle test? They are partly hidden at the border of the monitor
 

Metra

New Member
Jun 10, 2017
10
6
Hello folks,

the pictures I see on page 12 explain a system which has deeply improved the experience of the overall game in level design, character expression, just in general how it transports its world to the player. I think the time is on some degree justified because they need to build a system for reproduction.

But I can understand that people are annoyed that they don't get anything solid.

From myself: The game has improved, I like it! Maybe it turns into something more the f...ing around which can be encouraged.
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(?)
 

Apollyon47

Newbie
May 9, 2017
37
77
Could you also post inner circle update??
There you go dude!








































































Hey guys!

So, we’re a few days away from the monthly update already, but I wanted to at least give you the drop on what we’ve been working on aside from the battle test, as well as a little preview of the updated Battle Test 3 (which I’m calling Battle Test 3.5).



Battle Test 3.5 Progress

Your feedback was really valuable for Battle Test 3! Not only did you find a few bugs but we received some good feedback on the graphics also. Here’s a brief rundown:

  • The chromatic aberration effect (the retro VHS look as AltairPL calls it) wasn’t very popular for battle since it made the portraits less clear. I’ll probably look into it again once we’re in full HD and more of the game’s art elements support the retro cinematic theme I’m tinkering with.
  • The wet skin looked more shimmery than wet, so I’ve already improved that.
  • There were some comments about the portraits being too dark, but I think people are getting tunnel vision from looking at a single (dark, night-time) scene. It's probably not the best scene to be using for this but doing another right now would just cost more time.
I had planned to release the updated BT3 sometime today. I have however made what I think is a significant enough improvement to the light textures that it merits re-rendering all the portraits in preparation for the monthly update as opposed to just the ones with the wetness textures.

A problem with Battle Test 3’s lights was that the side and front lights for the character lighting rig were using the same textures as the rim lights. This resulted in big, broad lighting that killed too many of the details on the characters. Calming down the highlights was actually a goal, but I overdid it I think. I'll try and post some more of the new portraits as I complete them :D.

The reason this is important is that even though we can change the color and intensity of the lights in post with Uber’s new system, we can’t change the texture of the lights without re-rendering. So, getting this correct now is pretty important.

Anyways, here are the planned changes for Battle Test 3.5:

  • The ATB "During Action" speed setting was incorrectly being used for the remainder of the battle after the first action was performed. It is now only used while an action is in progress.
  • In very rare circumstances the game could crash listing invalid file permissions as a reason.
  • Improved wet skin material.
  • Removal of chromatic aberration (the “retro” effect).
  • Re-lighting portraits with better(?) light textures. Let me know what you think of the above previews!
  • Identified a couple minor issues with the holsters (clipping) and Malise’s suit zipper tabs (floating in space). Obviously, this is really minor; we fixed some but the real fixes won’t appear until later releases.


Procedural Automation Network

Since BT3 was first released a few days back I’ve been working on a procedural automation network that will vastly cut down the time I need to prep and process portraits (new ones or changes to old ones). Changing to the new art style means some of my automation stuff isn’t compatible with the new workflow, but I never had automation for most of this stuff to begin with. I also didn’t have to deal with quite the volume of images as we’ll be getting into shortly, so it’s a necessary step.

and I’ll be using it for Battle Test 3.5. I also ended up automating a lot more than I was thinking I could. I still have to connect Uber’s post-process light mixing system (which I’ll be testing for BT4 probably), but currently it handles all other post processing, positioning and scaling of portraits, and auto-cropping of portraits -- for all the game's portraits -- in a single click :D. It also allows me to plug the processes happening to one portrait into another instantly – something ideal for additional variations of portraits. And it's modular/scalable to boot! I’ll be adding enemy light mixing to it as well, meaning it will end up being a one-stop script for all things battle and portrait artwork related. I had to keep a bunch of notes and a mess of Photoshop PSDs for this previously, so I’m pretty happy with it. It also outputs in a way that I just have to run a batch script in order to rename files so they can be used by the game.







Ubercharge’s Map Progress

Ubercharge .Not only do his procedural shaders look great, he’s also made some big steps forward with working in 3D volumetric fog. This is made possible by the ability to in order to use it to layer in our 2D assets. We already have a plan for how to make our sprite blending system compatible with it, but I still have to clear it with APL :D.







Splicer Overhaul Progress

Uber has enlisted the help of a new sculptor who is really good with Marvelous Designer—currently the best software around for making clothes. Up till now this is a skill we’ve been severely lacking. Her help gives us the ability to custom model clothing from scratch instead of relying on assets, so we’ve therefore been working on designing new clothes for the Splicer gang.

I have in mind a couple different major variations for v0.06, and in addition to that we want to be able to mix and match their clothing for story scenes so that they all don’t look like clones. from a combination of licensed assets and a concept jacket by the sculptor. , but we’re beginning to narrow it down. that she’s moving forward with.

Alas, worry not, the old gas mask version from the early versions of the game will be around, and (thanks Ubercharge for the concept drawing). Instead of a mechanical probe he’ll now have a tentacle that extends from his mouth… hole… thing… which is revealed when he removes his respirator.



AltairPL’s Coding Progress Report

This was a really long and hard two weeks for me. The majority of things I did required a lot of testing, and TBH, I can't look at the battles anymore or I'll go crazy. Other than that, I think I've managed to make some pretty good progress.

Most, if not all, of known and unknown battle engine issues from Battle Test 1 and 2 and are now fixed. The only one that keeps eluding me, especially since I never knew sure-fire way to trigger it, is the one when characters sometimes use non-idle pose on battle results screen. Haven't seen it in a long while though, so with a bit of luck, fix for something else managed to fix this one as well.

This one was waiting for a long time, and I've finally started dealing with it. As I've already said on numerous occasions, till now, enemy holds were the least stable aspect of battles. The whole flow and data structures of holds were revised and recoded, and it's now much more clearer and cleaner. Part of the structure changes were made with double-teaming in mind, which is slowly becoming reality. There's still a lot of work to do to make double-teaming fully functional though. One of the most convoluted things will be related to adding new action triggers, states, and few other database things. I also didn't take into consideration a few more or less minor things while designing double-teaming, so I will need to deal with it as well. Last, but not least is the actual display of all character holders in the battle UI, but this will be a part of upcoming battle sprites overhaul.

The battle sprite class is a mess and requires attention sooner rather than later. Not only is it based on the vanilla RPG Maker class, but there's a lot of old test stuff, and even more crazy stuff... pretty much chaos all over the place. This will probably take me a while, so I didn't want to start it right before the Battle Test 3, but I was able to make some initial work and preparations. With some vanilla functionality moved to dedicated classes, like action animation and results, I was able to get rid of some obsolete vanilla stuff already. With this out of the way I could change the base class to my custom sprite class, which has some nifty functionality we could surely use for battle sprites, like automated positioning, automated sprite-sheet animation, etc. A lot more to do, but it will have to wait for after the Battle Test 3.5.

Since I still had time before Battle Test 3 and there was nothing left required of me for it, I decided to make some organizational changes. The first one was with the game proper in mind. Till now, all files saved by the game were stored in different folders, which was a bit of a mess. Now all such files, like saved games, options ini, and logs, are all stored in "User" subdirectory. Not only is it more neat that way, but will also make bug reporting easier - instead of picking files to send from a few different places, just pack up and send us the "User" folder and we'll have all we need to figure out what the problem is. Remaining changes are for us (dev team) only and are mostly meant to minimize amount of data sent between us. The exception from this is optimization of release build creation. I had a great idea of how it could be improved, but that idea kinda backfired. Thankfully I was able to make other improvements that minimize the amount of disk writes and dramatically decrease release build creation time, so I'm still happy with the results. And as a bonus, I made some notes about trying to move parts of this code to URGE C code, which should result in huge speed boost, but I don't want to that just yet, since I need to think about some related things first.

I was hoping for a day or two off from the work after Battle Test 3 release, but unfortunately some bugs were found that required my attention. Ain't no rest for the wicked ;). First one was causing ATB speed to be stuck at action speed after first action was performed and pretty easy to fix. Second was causing game crashes in very rare situations... quick and dirty fix wasn't enough, so I had to recode small part of the related code.

While testing the fix for the second bug, I accidentally launched the game in URGE and was greeted with a nasty error. Since I had nothing more important to do, I dug a little deeper and fixed this problem as well.

I honestly don't know what I will tackle now that the Battle Test 3 is released and all patched up. I should probably make this battle sprites overhaul and make double-teaming reality, but I really need a break from the battle stuff, so I'll probably try to find something else to work with first.







Remodeling Ven’s Armor

Unfortunately, Ven’s armor has the same issue that required us to remodel Neon’s armor – and that is that it uses displacement mapping for all of its geometry details. TK has therefore begun the remodeling process for Ven’s armor, starting with her leg armor. He’s able to use the same process he did for Neon’s, which involves extracting the displacement details to geometry and then modeling a low-resolution version around it. I was hoping to get some material tests done on it to show off, but they’ll need to wait for the monthly update.
 

Ixiah

Member
Aug 17, 2016
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221
Spending so much Time on a Battle System you have to lose to see sex scenes ?
What about Story or slow Corruption or even, i dunno, Sex ?
 
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dafvid112

Member
Aug 8, 2017
138
172
Since the last public demo with the poorly lit maze thing, was there anything playable other than this kind of battletest stuff?
 

Ferghus

Engaged Member
Aug 25, 2017
2,691
4,100
Spending so much Time on a Battle System you have to lose to see sex scenes ?
What about Story or slow Corruption or even, i dunno, Sex ?
I'm not sure if you're talking about the game in general or just the latest battletest demo someone linked two pages back (I haven't bothered to look at it). As far as the actual game goes, you can be raped mid battle if you fail to resist without being game over'd and I'm pretty sure that's there to stay. As for 'slow corruption', I have no idea where you're coming from. You need a certain level of peace, morality, and freedom to really make that shine. Plus, if you're already dressed the way they are, not giving much of a fuck about being raped, I'm not sure if there's anything left to corrupt.


P.S. What's with the random capitalization?
 
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3.70 star(s) 9 Votes