Reporting for lewduty! This week, we get into every nook and cranny. LenChi: A specially made vibrator remote control icon: JustNox: Preview for the ticket machine: Desva: Desva redid the station with the building locke
In this update2
Full notes
Full Third Crisis update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix2 additions3 changes0 removals
Fixes
Gameplay
Performance
fixedReporting for lewduty! This week, we get into every nook and cranny.Fixed the layering issues for the trains in the subway:
changedReporting for lewduty! This week, we get into every nook and cranny.Desva redid the intro cutscene now made with all the updated assets to make the Glowing Hole’s area more recognisable:
addedReporting for lewduty! This week, we get into every nook and cranny.Freshened up, added more animations, environmental clutter:
changedReporting for lewduty! This week, we get into every nook and cranny.Worked on the borders a bit more and also tweaked sth on the lighting: The lighting of the lamps I feel should affect the floor, and the light source I set also lower to the foot of the lamp so it made sense spatially it falls off from its center position outward evenly, otherwise, when put on top, its offset fades from further north makes more sense with the floor. The general lit up ground I also reduced
changedReporting for lewduty! This week, we get into every nook and cranny.It’s really important to us that you all can enjoy our game to the fullest, that includes also the game running smoothly. Bear took the time to investigate what would be the most taxing part of our game. The “heaviest” part turned out to be light, actually! So he made an amazing tool for calculating how many light sources are there in each scene so he could optimize the game to run better on everyone's machines!
addedReporting for lewduty! This week, we get into every nook and cranny.Here Vils made a system for the scruffication, adding messy hair to any character in-game:
Third Crisis changes
fixedFixed the layering issues for the trains in the subway:
changedDesva redid the intro cutscene now made with all the updated assets to make the Glowing Hole’s area more recognisable:
addedFreshened up, added more animations, environmental clutter:
changedWorked on the borders a bit more and also tweaked sth on the lighting: The lighting of the lamps I feel should affect the floor, and the light source I set also lower to the foot of the lamp so it made sense spatially it falls off from its center position outward evenly, otherwise, when put on top, its offset fades from further north makes more sense with the floor. The general lit up ground I also reduced
changedIt’s really important to us that you all can enjoy our game to the fullest, that includes also the game running smoothly. Bear took the time to investigate what would be the most taxing part of our game. The “heaviest” part turned out to be light, actually! So he made an amazing tool for calculating how many light sources are there in each scene so he could optimize the game to run better on everyone's machines!
Reporting for lewduty! This week, we get into every nook and cranny.
LenChi:
A specially made vibrator remote control icon:
JustNox:
Preview for the ticket machine:
Desva:
Desva redid the station with the building locked during the lockdown and some more details in front of Leona's and Lio's building:
Fixed the layering issues for the trains in the subway:
Desva redid the intro cutscene now made with all the updated assets to make the Glowing Hole’s area more recognisable:
Freshened up, added more animations, environmental clutter:
Steam post imageSteam post image
Aine Lovia:
1 group of evil scientists with their robot assistant:
She has also been helping us with translating our Steam page into Chinese for a wider audience reach:
Juno:
Subtle sci-fi floor pattern experiment:
Worked on the borders a bit more and also tweaked sth on the lighting: The lighting of the lamps I feel should affect the floor, and the light source I set also lower to the foot of the lamp so it made sense spatially it falls off from its center position outward evenly, otherwise, when put on top, its offset fades from further north makes more sense with the floor. The general lit up ground I also reduced
Finally, some progress on making & implementing windows for the upper redlight districts hanging platforms:
For these it was important that you can show a lot of action in them, so they bulge outward allowing them to show their interior even to the east and west.
Bear:
It’s really important to us that you all can enjoy our game to the fullest, that includes also the game running smoothly. Bear took the time to investigate what would be the most taxing part of our game. The “heaviest” part turned out to be light, actually! So he made an amazing tool for calculating how many light sources are there in each scene so he could optimize the game to run better on everyone's machines!
Vils:
Here Vils made a system for the scruffication, adding messy hair to any character in-game:
Thank you for taking the time to read our neonletter. It would not be the same without you! :)