Hi there!
I’ve been busy writing the game’s designs, designing workflows, testings, modeling props, adding small animations, writing editor tools, and tweaking small changes to the wallriding code.
I’m slowly replacing the mockup geometries with occlusion cullable props.
Previously for the prototype, the environment meshes were huge, so no occlusion culling, and we had big pixel ratio problems. It wasn’t optimised at all but I knew it, we were simply rushing for a presentation.
Now with the LOD and the occlusion culling and a workflow written down, these should allow us way more details and flexibility as we slowly build up our props library.
Hopefully I will be able to put up tons of NPCs, destructible objects, fun things etc…
The environment is completely a work in progress, as well as everything actually, but I believe the foundation of everything is ready for the executive work, so it’s getting there, one small step at a time.
Have a nice week end!
Next up
Neon Tail official release!
This week's #streamingthursday - new Tricks, Combos, and Super Powers system!
Hey, come and hang out! It's #streamingthursday !
🎉 Neon Tail is now available on Xbox One & Xbox Series XS!
🎮 Check it out on Xbox: https://www.xbox.com/en-gb/games/store/neon-tail/9npl3q89ngjb
This game started as a passion project and grew into something I’m proud to share with console players!
COME AND HANG OUT! IT'S #STREAMINGTHURSDAY ! \o/
ProgressPreview86 - Combos And Tricks
I noticed I forgot implementing support for Gamepad in the Main menu, so I did that, also added icons to tell players they can use Gamepads.
I also added a Basic control fade in text for new players, smoothing up the first time playing the prototype.
ProgressPreview 85 Battle Mission











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