In this update2
Full notes
Full Neon Rain update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello again.
What changed
- Compatibility
- Fixes
- Performance
- Gameplay
- UI and audio
Neon Rain changes
As already stated, I am fully dedicated to finishing the alpha and bringing the game into a beta state. I will keep this short and sweet so that I can quickly return to work on the game. Friendly reminder to not expect further updates to the alpha demo.
What I accomplished in June:
Fixed a lot of jank involving menus.
Cleaned up a lot of code for easier maintenance.
Reworked the tutorial video to make load times faster, which will also optimize the game file size.
Untangled a lot of physics jank, notably around the punch. The punch now pushes back enemies in a more natural way.
Every weapon is now in the game's systems. Two of them are in an unfinished state.
The game is now fully updated to Godot 4.7. This will be the Godot branch I stick with for the rest of development.
The long-requested map system. It still needs controller support, however.
What's left to exit Alpha:
Reworked menus.
Save slots.
HDR implementation.
Difficulty options.
Player journal.
Cutscene system.
Since my current day job is secured for at least 2 years, I can fully confirm that the earliest the game will be sold will be Q1 2027. But again, I am more committed to delivering the promised content for the EA build than to a release time frame. Still, 2027 is at the very least a guarantee.
With that said, I am compelled to recommend games that I think my audience would enjoy. I highly recommend giving Frog Monster a spin, it's awesome. A bit rougher around the edges, but Voltage High Society scratches the first-person Metroidvania itch nicely and has a very distinct aesthetic and vibe. Enigmatic Worlds is very underrated and has the strange visuals you all crave so much, give that one a shot!
Anyway, that's all for now. Back to work.
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Source
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