Hi, I've been moving to a new home lately, hence the lack of news. We're still hard at work on the polishing phase of Chapter 1. It is (of course it is) taking a little longer than expected, but seeing everything getting polished is quite satisfying. Here is a list of what has been done and some screenshots to go with. Thank you all for your patience, we believe the game changes are all toward the right direction and we're keen on making the experience a very enjoyable one!
- New Main Menu - New Area : Etial District. - New Dialog Portraits. - New Map system, implemented both mini map and big map. - Big overall optimization. - New musics. - Improved Wall Riding design and feels. - Aerial combat animations. - Garage environment update, whole tutorial rework. - A whole new first Dream Sequence, with new environment, level design, cutscenes and events. - Big Ghost system update. - Fixed Clothes physics. - Fixed glowing and lighting. - Reworked SFS Pro license mission, first mission, and separated basic and advanced tutorial. - Added New missions while smoothing the learning curve. - Added character developments missions, with new cinematic scenes. - Added Crepe cinematic and save item. - Refined both Optrellian and Natixta's background. - Refined the Skate Idol Streaming system. - Grind pose changes on Speed up or slow down during Grinds. - Added new Grind poses for Optrellian.
Note : Those updates are not in the public Early Access yet as this polish phase isn't finished yet, therefore a big amount of bugs are everywhere. We will thoroughly test and debug everything once the whole Chapter 1 is polished, then upload the Early Access build, thank you for your patience!
#StreamingThursday stops one time
I'm sad to announce that the streaming tomorrow won't happen due to my new place's electricity and AC not set up yet (today is one of those crazy tropical rainy days here in Taiwan, so they delayed the installation) If anything, I discovered that my brain loves painting walls forever for some reasons so that's a thing probably. Maybe it relaxes from the problem solving routine I feed it every day. Anyway, next week, will be good to go for sure!
Open World Sale
NeonTail ProgressPreview77 - a mini cutscene the first time the player meet some
[previewyoutube="LBzJOn33Uh4;full"]
Hey guys, a little #screenshotsaturday of my project Neon Tail where I did a mini cutscene the first time the player meet some characters. I'll probably populate the plot missions with that kind of mini cutscenes, hopefully bringing some life and personality to my characters while keeping the production time cost low. Have a nice week end! 🙂
NeonTail ProgressPreview76 - the first dream scene
[previewyoutube="fuPd2HEoIXI;full"] Hi guys! It's been a while since last time I posted a #screenshotsaturday for my project Neon Tail! I've been hard at work polishing the first chapter of my game. Map system, total rework of the tutorials, added mini cutscenes, debugged and polished many small things. Here in this video, the first dream the heroine of my game has was redesigned and is now feeling way more like a mini adventure rather than just a weird linear game sequence. Things are advancing, I have big hopes for my project. Cheers, have a nice week end! 🙂
Time to polish, debug, and fine-tune Chapter 1 !
Dear players : Since the beginning of the Early Access on October 2019, we kept uploading new versions of the game every month to offer the newest content to play for everybody. While this is a great way for players to see our progress, give feedbacks and check out new features and content, the pacing of monthly uploads leaves little time to fix small bugs and polish features. Now that the main story has reached the end of the First Chapter, we will stop uploading monthly builds for a couple of months. Just the time needed to polish and debug this first Chapter, then we'll come back to the monthly upload pacing. The polish and debug phase will include a rework of the pacing of the overall story, activities between missions, adjusting the difficulty and learning curve in the game design, rework player's stats system, optimize performance and adjust the visual aspect of the game, etc... The new area and the new fighting system, which are both very Work In Progress for now will also be finished completely by the end of this phase. Given the amount of work this all represent, stopping the monthly build will greatly help. However, it will also stop the update of our In Game Patrons name implementation along with the Street Race Score Board Updates. We planned on spending around 2 to 3 months like this. But it might be extended due to unpredictable factors. We believe this will improve Neon Tail in many ways and hope you will find it more fun and enjoyable by the end of this Polish and Debug phase. Thank you for your patience!
Rocket Juice Games
Build 0.17.1.41
- Added Dpad left (left arrow) to toggle on and off the Skate Idol Feed. - Tweaked the lightings for a moodier atmosphere. - Added Super Power Combat system basic architecture. - Testing ground for Beta builds : Press L to load back and forth. - Added Neon Tail Door Radar system. - Added a new plot mission : Find the Neon Tail. - Added 3 Forward skating Ground attacks to super power attacks. - Added Slum District, still Work in Progress, subject to bugs. - Added license upgrade from rank F to E in UD46 - You can now wallride every walls in the city! Crazy bugs expected. - Added Drone Scanner menu. Fixed music start with wrong volume. - Added Funkeys to Beta build : Low Gravity (Keypad 6) - Added Funkeys to Beta build : Summon Grandzilla (Keypad 8) - Fixed Manual FX color taking red color from backward grind. - Fixed Grind ending, no more frontflip. - Added Particle System FX to Plasma Slap attacks.
Build 0.16.1.40
- Modeled, textured and added the secret Neon Tail Shop door. - Wrote a Dissolve shader for the door's revealing effect. - Disabled Skate Idol viewers drop during grinds. - Fixed audio volume and menu slider disparity on loading. - Balanced Donation system donation frequencies, chances, and amount. - Fixed blurry chinese characters on loading screen. - Made Plot Items an inventory independent entity, displayed in codex. - Added funkey (Pun intended) : Low gravity toggle on keypad 6 for beta builds. - Fixed TELO dialog business card cutscene broken when inventory full. - F10 now reloads the MainCity level. (F9 only respawn player) - Fixed dancing animation jaws bug. - Been to TGS, recorded a new Devlog, acquired Taiwanese nationality - Added a new street race. - Added props to new area (Still WIP) - Analysed TGS feedbacks and debugged TGS found bugs. - Talked about sausage physics during streaming.
Build 0.16.1.40
- Modeled, textured and added the secret Neon Tail Shop door. - Wrote a Dissolve shader for the door's revealing effect. - Disabled Skate Idole viewers drop during grinds. - Fixed audio volume and menu slider disparity on loading. - Balanced Donation system donation frequencies, chances, and amount. - Fixed blurry chinese characters on loading screen. - Made Plot Items an inventory independant entity, displayed in codex. - Added funkey (Pun intended) : Low gravity toggle on keypad 6 for beta builds. - Fixed TELO dialog business card cutscene broken when inventory full. - F10 now reloads the MainCity level. (F9 only respawn player) - Fixed dancing animation jaws bug. - Been to TGS, recorded a new Devlog, acquired Taiwanese nationality - Added a new street race. - Added props to new area (Still WIP) - Analysed TGS feedbacks and debugged TGS found bugs. - Talked about sausage physics during streaming.
Progress Preview 74
[previewyoutube="PSr5BHn8Crk;full"] Hi guys! This week's #screenshotsaturday​ on my project Neon Tail , I've managed to create a revealing effect to the secret hidden door tied to the plot. I have to admit i don't know how to write shaders, I googled and copy pasted a dissolve shader's code, but it was an unlit shader. To make it back to a Standard shader with normal map, metallic map and additional emissive that isn't used for the “cut“ effect, I pretty much trialed and errored my way out of this one. It took forever but it's working. Happy with the visual result, hope it won't be too performance heavy. Wish you guys a nice week end! 🙂