Update log
Full Third Crisis update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Store
- UI and audio
- Gameplay
- Maps
⚠️This is a report for the new Third Crisis game ⚠️
If you are interested, you can check Third Crisis: Neon Nights here:
[dynamiclink href="https://store.steampowered.com/app/3400350/Third_Crisis_Neon_Nights/"]
Reporting for lewduty! This week, the bunnies can feel the spring approaching.
This is a shortened version of the paid report but we hope you enjoy it nevertheless!⚠️
LenChi:
UI Designs
No spicy visuals from me this time, my current tasks are all about polishing missing UI, so we avoid player confusion and give clear feedback on what is happening. I love doing UIs for a change!
With every screen I overhaul, my work gets a tiny bit easier, because there's more stuff I can re-use and recycle. Which of course is needed so it all looks coherent in the end.
Chapter Start Screen:
Journal Asset:
I made a new asset for the journals because the old one was painted in a rush and didn’t meet the quality of the environment.
And a purple version, just for testing.
NPC Dialogue Feedback:
Newly available dialogue option with party members -> this icon pops up over their head with a neat little animation.
Changes to the camera UI:
Thicker outlines, character name above the rectangle, status of the character underneath it for clarity:
Perversion UI Overhaul:
Just a suggestion right now, we’re still debating about what works best.
Prolonging the white bar in the tab menu so there's enough space
Showing the current level as a big number
Detailed "XP" next to it + gauge
The Perversion Gain Screen:
Show gauge from tab menu
Visibly add the amount that was just gained
Autosave Icon:
Icons for some generic status effects:
Icons for dialogue options:
More consistent timers throughout the game:
JustNox:
We wanted to give more of a cyberpunk vibe to the trains interior, so Nox started working on some neon ads and destination screens:
First pack for train interior assets
From carpets to new seats, handles, poles, windows and other things to give the train interior a more defined look:
Got to know the time and where you are going:
Preview of the finalized lights in action (w/o and with overall lightning):
Desva:
Sarah now is wearing her uniform when you are calling her at work:
Desva has also made it his full time job to hide more kitties in the game:
Cleaned up the curtain entrance
Before:After:
Implementation of all the newly made assets for the subway
Base lighting for the carts:
Aine Lovia:
Plan 3 Villain Scientists
Zanzo:
Zanzo made our new TCNN Logo. You might be wondering - “Why did you want to change it?” Well, Valve considered our logo to be hard to see on our capsules, so we wanted to change that!
Rokean:
I'm doing "alternative dressings" for the glowing hole (so things don't look exactly the same environment-wise, since this is supposed to be a couple of days later).
I dressed the kitchen with less food prepared/on the stove and more stuff in bags. I also put a lot more clean tableware and plates, and a lot fewer dirty dishes, to indicate that they have had fewer customers lately.
Room 101 (where you help Simon clean in 0.1):
Juno:
Juno made some luggage since it would
Source
