
Reporting for lewduty! This week, Zoey goes to the ripperdoc for new chrome!
Here's what we're working on!
JustNox:
Nox is still working with pípes (the metal pipes, not the fleshy ones):
Almost done, with better quality:
And the finished version of the pipes, including the cutting for Desva to add into the game:
This is a preview of what it looks like in the environment:
This is what they look like in-game:
Desva:
Desva made some prefabs out of most pipes so they can be reused and added the shadows. He had to cut the sprite sheet a lot and test them out so the shadows, mainly the bigger ones, look good and don't clip. He also updated colliders and pathfinders in the level:
Desva implemented the updated pipes. This is what they look like during gameplay:
He also animated them as a bit of a test (you can see it sometimes gets brighter):
Zanzo:
I hope I fixed all the remaining issues with the perversion gauge and reworked everything so the bar can be used easily in Menus. Obviously not in the tab menu like in the example below, as that already has the bar at the bottom, but it gets the point across. I have made a Prefab that can simply be placed in any UI to make this happen. For outside of menus, the bar stays open for 3 seconds after the perversion gain animation has finished. For Menus, the bar will stay open as long as the menu is open and closes when the menu closes. Only one bar at a time can exist, and it is destroyed after being idle outside of the screen for 10 seconds.
Juno:
Juno is still working on the concept for Lio's drone. Here are some ideas he had:
There was a lot of discussion regarding what it should look like, and by a lot, I mean A LOT. Long story short: it was decided that Lio's color palette would be used along with his spikes, and the base would be similar to the nail salon bots, but bigger. LenChi made a small sketch of what she had in mind for it:
Juno then built a bit more on this idea.
LenChi helped me figure this one out: The initial darker coloring, even when lightened slightly, reads okay on the pink floor but does not read well in our usual gray environment.
Then we tried adding emissives to make it pop, but the main parts just don't read well with our darkening effect in the engine.
So we went back to making it white like the nail salon ones.
They felt a bit bland though, so LenChi suggested keeping the blue inlay, which I prefer too.
Then he started working on the 3D scene and a rough sketch for the window/lineart for the angled docking port:
He worked a bit on the truck design.
He felt like it needed some more adjustments. He also wanted to make it show in the port next to it (last image shows what it was before):
This is what it looks like so far (I thought it was the finished product if you ask me):
It still needs a few more small details and some color variation, but it's almost there.
Beacore:
Bear worked on the introduction to the mechanics of one of the puzzles:
Vils:
Vils managed to make the save input field work, so now we have the save names back as we had before the overhaul:
LenChi requested two small changes:
Use the plus icon she attached;
Change the chapter display as shown:
She did as LenChi asked, and that's what it looks like:
Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! ❤︎
Regarding next update's release date, we don't have one yet. We'll post announcements on Steam, Discord, Twitter and here as well once we know. We are working hard to have it ready soon, and appreciate your patience.
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