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About this blog

We are a tiny team of 3 full time Indie Games makers based in Taiwan.
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Blog01

Feili is the overall game maker, he has worked on many games as a 3D artist and later on as a producer, such as Ghost Recon Future Soldier, Rayman Origins, Exalight, and less known titles. His passion for video games led him to go through everything video games touches. Coding, writing, Game Design, 3D Modeling, Animations, Music / Sound design, UI, Concept Arts, team management, and other dark arts. More about me here!


Blog01

Leo is a 3D Artist, he came from the movie industry and worked on several animations titles such as Star Wars Rebels, Star Wars Detours, Dragons the TV series and Final Fantasy XIV. He has a big passion for games in general. He models, skin and rigs 3D characters and environments, and helps a lot with the testing and level designs.


Blog01

Yun Yang come from a completely different industry, but has experience with business and a true passion for video games. He is responsible for the business development, marketing, and negotiating. He works on Level designs and Game Design.

Entries in this blog

 Neon Tail - Devlog 47

Vidio Hi, I've added a lot of new things in my project Neon Tail , although most aren't easy to show in a video. So this week's #screenshotsaturday I'll just post a little peek of the mobile main menu, that can be relocated and readjusted with custom camera angles and character's animations.
As a quick list of what's been done, I added new NPC animations, added license badges, event unlocks and rewards, Anti Aliasing, Depth of Field and Motion Blur now checks your hardware for default value, NPC relationship changes on job performance, new jobs unlocks on relationship, and as usual, lots of debug.
Have a nice week end! 

rocketjuicegames

rocketjuicegames

Neon Tail - Devlog 44

Video  Discord  Twiiter Hi, this week's #screenshotsaturday on my project Neon Tail was quite difficult, due to depressing news and the need for some solo gaming, you chose the right time, steam summer sales.
Anyway, played a lot, feeling better, I'm back to work. I've been spending a huge amount of time rewriting my optimizing system from scratch, feeling like an idiot for not recycling the props and pedestrians and animals, instead of creating that crazy complicated zone structure with bazillion actors that each have their scripts intertwined in so many systems.
Oh well, mistakes are the best teachers. I gained about 20FPS in very performance heavy camera angles, the game runs way faster overall, I'm satisfied but worried about when the whole city will be finished. Well, I should worry about one thing at a time. I need to polish that tutorial.
See you next week!

 Neon Tail - Devlog 42

ProgressPreview 42 These weeks have been frantic for me, it's very hard to find some time to make a video... but here it is, this week's late #screenshotsaturday a ton of work have been done. From what we saw during #bitsummit , we tried to snipe out what new players needs the most, what kind of explanation in what order and what was most effective to teach them the basics. Turns out we would need a sturdy tutorial for our game, with a visual of how things look when done well. I will also need to add a gamepad UI that shows the input of the demo girl in real time. So here it is, the beginner's basic tutorial with a new level, called "The Garage", that will serve has HQ as well as tutorial and chill place for our characters. Here's a list of all I've done :
- Analysed feedbacks from Bitsummit.
- Made a new character playable.
- Fixed selfie Screenshot file saving.
- Created a ghosting system that allows me to record my inputs.
- Input can now come from both code or player's input.
- NPC can now ghost a player's input.
- Wrote proper dialog localization system.
- Converted all dialogs to new system.
- Fixed wallrun out of wall direction.
- Added Text autoLanguageSet using new workflow.
- Modeled and created the Garage.
- Finished Garage basic tutorial.
- Added Checkpoints.
- Added Spawn location list based on from which level you come.
- Fixed Target indicator's bugs.
- Fixed SFX volume bug.
- Fixed mission related unintended workflow.
- Created new Data classes for relationships and more localization stuff.
- Grew a bunch of new white hair. I'll try to get the advanced tutorial done by next week, and fix a bunch of minor bugs that's been in the game for a while. The pace is frantic, but we're working hard to try to get a solid build by October.
See you next week!

 Neon Tail - Devlog 41

ProgressPreview 41 Hi, for this week's #screenshotsaturday , I'm showing around the new residential area, the week was spent pretty much populating and optimizing the new zone. I created a new district management system who is in charge of tracking the player's presence and activating / deactivating the district's content accordingly.
This and fixed a LOT of small bugs. Bugs never end.
Next I'll try to focus on putting things to do, and polish before Bitsummit.
Have a nice week end! :)
 

 Neon Tail - Devlog 40

Video Hi, this week's #screenshotsaturday for my project @NeonTail , again I worked on implementing the new residential area to the game. I spent quite some time testing all the grind colliders and chasing small bugs.
I also redesigned the trick and combo system. All tricks are based on spins from a state to another. For example, grinding, jumping, spinning 540 degrees the landing with a manual is a trick named 540 Grind to manual.
You can chain tricks, up to 6 tricks combos, as long as your trick is performed only once in the combo.
You get bonus reputation points by reaching the maximum 6 tricks combo, and you also get bonus points by performing the reverse version of a trick. (starting backward)
Some tricks are still missing, as you can see at 00:30 I will implement them later. - Updated trick list & redesigned tricks&combo system
- Updated Manual animation
- Created and implemented combo sounds
- ResidenceArea import
- Import Residential Master in main
- Rebake occlusion
- Created and set up Pedestrians / Animal / Dynamic Props Manager Have a nice week end!
 

Neon Tail - Devlog 39

- Fixed Shop talking bug - Added Save Menu to break times - Adjusted Alis shop's furnitures and colliders - Added hint, go back to Tybalt when Job Notifier disabled by player - Imported Residential area to the game - Created Pedestrian Manager for residential area - Organized dynamic props - Updated Grinding code so loopings are possible - Updated all grind collider to the new grind system
View the full article

Neon Tail - Devlog 39

Free Demo Discord Twitter FB  ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Video Hi, this week's #screenshotsaturday for my project Neon Tail, I worked on implementing the new residential area to the game. I have quite a lot of difficulties with streaming scenes. I don't think it is possible with Unity unless I put a couple of assets per scene and async load billions of scenes this way. Actually I think that's how they did it in the game "Inside" So for now (since the game at present state allows it) I'm simply optimizing enough so the game runs with both area loaded at once. Eventually I'll have to find a way to stream the huge city rather than load it all at once, and at worse, go into loading screens and change scenes. We'll see, BitSummer is coming and as always, I need to speed up. You can also note that the new area is quite a big chunk, so it will take some time to get it all at skatable. Lots of buildings and bridges and roads have no colliders yet. - Fixed Shop talking bug - Added Save Menu to break times - Adjusted Alis shop's furnitures and colliders - Added hint, go back to Tybalt when Job Notifier disabled by player - Imported Residential area to the game - Created Pedestrian Manager for residential area - Organized dynamic props - Updated Grinding code so loopings are possible - Updated all grind collider to the new grind system Have a nice week end!
 

Neon Tail - Devlog 38

Video  FreeDemo Discord Twitter FB Hi this week's #screenshotsaturday is pretty much coding.
Been super busy lately so sorry about the lack of news.
There's a lot going on with our planning and what direction the project should go. I did created a new NPC, not as alive as I want her to be, but I will come back at it later, like most things. With BitSummit approaching, speed is key. ;) - Fixed a ton of small bugs
- Modeled skinned rigged animated and coded a new NPC (clothing shop vendor)
- Added a secret Rocket of Fame
- Added the save point function with the Cafe Fafifou
- Updated the Notification Manager
- Redesigned the Job Manager
- Updated the Package Delivery game loop Have a nice week end! ;)
 

Neon Tail - Devlog 38

- Fixed a ton of small bugs - Modeled skinned rigged animated and coded a new NPC (clothing shop vendor) - Added a secret Rocket of Fame - Added the save point function with the Cafe Fafifou - Updated the Notification Manager - Redesigned the Job Manager - Updated the Package Delivery game loop
View the full article
 

Neon Tail - Devlog 37

- In order to have a shopping system I needed first to create a UI menu, so that's what i did. - In my UI menu I needed first the datas about each items, so I created the Items database, containing all items descriptions, names, types (such as cosmetics, consumable, food, or gift) and prewrote a little about each type's usage and spent some time working on how/who could access this. - With the item database done and back to my shop menu, I understood that I had to implement an inventory system,   View the full article  
 

Neon Tail - Devlog 36

Video Free Demo    Discord   Twitter    FB This week's #screenshotsaturday on my project ”Neon Tail” I've only worked on the shop system, but that was actually quite a trip around. - In order to have a shopping system I needed first to create a UI menu, so that's what i did.
- In my UI menu I needed first the datas about each items, so I created the Items database, containing all items descriptions, names, types (such as cosmetics, consumable, food, or gift) and prewrote a little about each type's usage and spent some time working on how/who could access this.
- With the item database done and back to my shop menu, I understood that I had to implement an inventory system, which holds a specific amount of items based on your bag size. Of course the item type would determine whether the item was unique consumable equippable accessible by this or that etc...
- meh, gotta do the items meshes. I tweaked some already done to fit our girl.
- In order to equip the cosmetic type of item, I needed to specify which part of the body it will go to and also specify which hair part I should hide or display based on the head gear. So I wrote all that, it's actually a lot of codes and thoughts game design wise.
- Upon equipping, to make it presentable I created tiny animations, one for body clothes, one for head items. it's quickly done but i'll adjust later, i just want to see my menu work.
- When testing the cutscene, the item didn't appear. Ah.
- My cutscene system wasn't designed to follow the equipment of our character, so I had to update that. Not going into the details of this one but it got me fall asleep of tiredness a couple of times. Aaand that's one week gone. Well that's a reasonable amount of work for one feature that isn't much to watch. But hey, it's done and functional. I'll polish everything later.
Also i want to model a young bored emo/goth lady vendor that sigh and hate her job. Have a nice week end, see you next week!  

Neon Tail - Devlog 35

Video  Discord  Twitter  Free Demo This week's #screenshotsaturday will kind of catch up what I missed showing last week, since I couldn't record and post myself. As a reminder, here's what was done : - A small Monument that displays the names of our backers/supporters. A huge thank you to them!
- The job management system
- First job system : package delivery
- A notification system
- Breakable walls.
- A night version of the Shopping District.
- Fixed a big FPS drop for night version of shopping district.
- Replaced fast brake with manual flat land trick. This week I was mainly focused on creating the shopping system. Setting up everything that's happening while inside a shop.
There's nothing much to show beside a lot of code for now, so I'll see you next week with more updates!
 

Neon Tail - Devlog 35

- A small Monument that displays the names of our backers/supporters. A huge thank you to them! - The job management system - First job system : package delivery - A notification system - Breakable walls. - A night version of the Shopping District. - Fixed a big FPS drop for night version of shopping district. - Replaced fast brake with manual flat land trick.
View the full article

Neon Tail - Devlog 34

Video For this week's #screenshotsaturday , steady progress on free roaming activity. - The job system is done, a first type of job, package delivery, is coded and is ready for level design phase - Created a Notification system. You can receive any kind of message, jobs included. You open the message by pressing down on the dpad, and for jobs you can accept and activate the job by pressing down again. - A small Monument that displays the names of our backers/supporters. (bigger and crazier monuments to come) - Added breakable walls in the city. - Added a night version of the Shopping District. - Fixed a big FPS drop for night version of shopping district. (too many small lights) Next week we might open access to a new residential area, stay tuned! See you next week!
 

Neon Tail - Devlog 34

- The job system is done, a first type of job, package delivery, is coded and is ready for level design phase - Created a Notification system. You can receive any kind of message, jobs included. You open the message by pressing down on the dpad, and for jobs you can accept and activate the job by pressing down again. - A small Monument that displays the names of our backers/supporters. (bigger and crazier monuments to come) - Added breakable walls in the city. - Added a night version of the
View the full article

Neon Tail - Devlog 27

- Structured and wrote the Job System - When grinding, pressing B will fall down without jumping - When grinding, pressing Y will change grind pose - Her head now look at the camera during selfies - Selfie cam is now angled to the side - Fixed bug with jumping on steep slope - Added a mini Job to test the job system (Package Delivery) - Added (and struggled with) a target pointer for the job's target.   View the full article  

NeonTail - Screenshot Saturday 20190309

Discord Twitter Patreon Video Hello! For this week's #screenshotsaturday , I made several small changes along with a big update with the job system. - Structured and wrote the Job System
- When grinding, pressing B will fall down without jumping
- When grinding, pressing Y will change grind pose
- Her head now look at the camera during selfies
- Selfie cam is now angled to the side
- Fixed bug with jumping on steep slope
- Added a mini Job to test the job system (Package Delivery)
- Added (and struggled with) a target pointer for the job's target. Since I didn't post last week, here's also what was done before :
- Constant force Trigger Added (Makes the player float up)
- Disabled a huge amount of small scripts running for no reason, made only relevant ones run.
- Systems are rewrote
- Props and animals are optimized
- Lightmaps and occlusion culling baked
- Jump : Press Rt Flip, don't press Rt no flip.
- Normalize eyes texture on Ruby
- Decrease loading time by 500%
- Modelled, skinned and rigged a new NPC. The first job giver : Tybalt Von Badyke, the chic punk dude. Next week I'll be polishing this new package delivery job's system. Later on I hope I'll be even able to model a cute package bag, or even better a delivery outfit and make an imaginary delivery company brand. But one brick at a time.
See you next week!

Neon Tail - demo_UD46_v01117

Free Demo_UD46_v01117 Discord  Patreon Twitter - Added an arcade VR booth where skill challenges will be available. - Added 2 VR challenge levels.
- Created game rules for timer countdown, collecting ESpecks, and reaching checkpoints.
- Added Hypershot ability, replacing scoring cutscene. (Lt+Rt while in the air)  - Updated grinding colliders to be much wider.
- Added small environment props : Ads panels, baskets, ditch covers, flower pots, ladders, Clothe hangers, stop signs, trash cans, toilets, flower pots, etc...
- Updated the secret groovy grandma infinite loop room.
- Fixed colliders and building bugs.
- Fixed wallride off from riding to the sides of a wall.
- Turned UD46 into a night ambience.
- Added automatic language change on the fly.
- Added automatic gamepad to keyboard icons on the fly.
- Added ability to loop 360 degrees on rails. Introduced a minor bug in the license test spiral rail.
- Added hats and bags and different clothes for pedestrians.
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