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Neon Valley: Revenge

 
Update 4.0 - Colosseum map featuresMay 1, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31876291/a50dfa09b9e34f6e8e791268a1881d8f8c8049f0.png Another worldbuilding update! But I couldn’t just write text… I want as much of my lore as possible to be tied to gameplay. Something that grounds all the (boring for some people) text in actions too. So, this update introduces terminals. Each of the colosseum maps has terminals that you can interact with. These activate hidden functions of the server, from defense protocols to experimental technology. These features affect the game modes and change the dynamics of the map and gameplay. {STEAM_CLAN_IMAGE}/31876291/34b69d77feaa8df2fcc0250ccb0488814ac1a98e.png The cube map contains an array of experimental tech. This is the testing grounds and as such has been ground zero for experimental tech. Either deconstructed mechanics from stolen technology or designed by the creators and designers of the colosseum. {STEAM_CLAN_IMAGE}/31876291/c54f4c4daec67e56d4cb9b3302b7d6e9f8151d1c.png Wormholes allow you to cross the map in an instant. Airtunnels as a fast method to move vertically up the map. Laser sentry technology and yeah a few more… {STEAM_CLAN_IMAGE}/31876291/e7ba5937e620eb4a265802736e7c49a0be51b511.png A hacker has installed a computer into Taiyo which directly disrupts the game modes. Find the right user ID to access its features. Designed to help other gladiators discover that there is more to the colosseum than meets the eye. {STEAM_CLAN_IMAGE}/31876291/9d717586fce3e03a8dc852ec0ab0f0102346bae0.png There is a portable device plugged into the Monolith, which needs specific energy signatures. These energy signatures will activate the features of the structure from its automatic targeting defense systems to anti-gravity. Is that all that it can do? Or are these features simply surface level to what the Monolith really can do… or what it is. Other changes/fixes: - Fixed error with breakable walls in Taiyo. - Fixed missing music: Press N to check it out. - Jump cancels sprint was broken now fixed. - Added more particles to the muzzle flare effects, namely smoke trails. - Chat bar visibility... it wasn't visible. - Added scroll wheel to zoom in/out in ALT camera mode. - Fixed text input interaction. - Reworked melee weapon combo string to include jumping and slide attacks.Neon Valley Update 3.9 - Animations, Helmets, ShadersMar 12, 2020 - Community AnnouncementsUpdate 3.9 is an update focused on the player character, such as tweaking animations, movement controls and more. A few small touches in order to make the character look and feel nicer until I rework the model entirely, in the future. Holding that off for later though, as I want it done right and other elements require my full attention first. That said, here is a breakdown: {STEAM_CLAN_IMAGE}/31876291/01911772a6b399266920779a775bed9fb5343a7f.png Animation Hard to show animations in still images. However, the animations for walking are reworked to add better hip movement, in accordance with the recent changes to root motion in Unity. Now the character doesn't feel as stiff when walking. I also tweaked the gun holding position to look more combat-ready, in comparison to the awkward hip aiming thing I had going on before. {STEAM_CLAN_IMAGE}/31876291/55f4c26cf9cbf67a4da26a590591b36a1a784a6d.png Helmet Added a new helmet! This helmet will be available, for a limited time, to all players as the standard helmet. As other helmets are made, those too will be given to all players for a limited time. With each new helmet, I will lock away previous designs to be unlocked through the coming quest lines. {STEAM_CLAN_IMAGE}/31876291/932f6592fe0d8805c60a23c167b98554bddcba83.png Shaders Mainly chrome and metallic shaders and materials for the character, to give the battle suit some visual variety. This is a minor visual boost to the character until I tackle reworking it entirely. {STEAM_CLAN_IMAGE}/31876291/49ed4cef3cf0beac75303474ff9cf15c1974763d.png FPS cam positioning Moved the position of the fps cam to avoid clipping and to have a better feel in relation to the hands and weapon. The camera clips a little bit through the body when jumping due to some movement delays. I will fix this in the next update. As well as some system to fade the armor pieces that clip through the camera in certain angles. Audio More audio from the awesome Johan Keith! Character sounds, ambient cityscape sounds, weapons, gadgets and more! This marks the second audio package from awesome musicians and audio engineers I've worked with. I am working with them on completing the audio packages and will be implementing some kind of audio styles to chose from. This will be a bit down the line though as their busy schedules permit. Check out more of Johans work on: https://audiolegacyworks.000webhostapp.com/portfolio.html#information Neon Valley Update 3.8Jan 16, 2020 - Community AnnouncementsGameplay {STEAM_CLAN_IMAGE}/31876291/0a95d5afb002447382bb88b41545382471ab9e0e.png Virus mode rework The last of the modes to be reworked. The virus mode is redesigned with increased challenges and score assists in order to motivate objective cooperation. Changes are as follows: - Falling debris is spread better out across the maps. - For each time a virus chip is quarantined, one of the falling debris is frozen in place. - Ball lightning sparks out each time a new virus enters through the breach. - Gladiators can now assist in virus quarantine to receive partial scores. - Virus behavior further balanced and fixes for some bugs. {STEAM_CLAN_IMAGE}/31876291/90765dd4ffdb66422322249ce9ee904e834d075a.png FPS cam FPS camera position changed to account for new animations and body clipping. Expect better finesse to this camera state as more animations are added. {STEAM_CLAN_IMAGE}/31876291/2469d5f7ddf18cba02b0b8c8cb11a82a50c882ed.png Scoring system Upgraded the scoring system to include a combo kill multiplier and a consistent list of score multiplier conditions across modes. These are designed to reward stylish frags, as well as motivate varied gameplay styles. Ricochet Walljump Gadget Use Survival time Melee kill Each of these can stack, except for combinations such as melee kills with guns. More will be added to this list and their respective multipliers will be tweaked over time. {STEAM_CLAN_IMAGE}/31876291/07e94abd8e6ece5eda1f040db91fa6f9fc714622.png Rewards The multipass rewards are expanded to include costume customization with the introduction of the Orange pass. The multipass system is reworked to be item specific. No longer only a color but also a number associated to an item within that set. When a multipass is unlocked it will randomly generate a number not yet unlocked. Red - 7 Weapons Blue - 7 Gadgets Green - 4 Gadgets Orange - 10 costume pieces Unlock rewards through reaching a set score in a game. Multipasses are color specific to each mode, for each dragon which owns stakes in their respective modes. Except the Orange dragon, a multipass with a hidden unlock condition. Invader - Red pass Lava - Green pass Virus - Blue pass The Mainframe - Orange pass These items can be tested on the Mainframe, once unlocked, or equip them into your loadout through the main menu. Links The new reward system paves the way for secondary rewards. These rewards have hidden conditions, more info will be revealed soon. {STEAM_CLAN_IMAGE}/31876291/2b7ed08f95f96ef21ea9d4466fed7de69c8226db.png UI Gear UI in start menu Adapted to include new rewards unlock system. This menu will be further developed in the next patch to display weapon info and set up systems for mods. {STEAM_CLAN_IMAGE}/31876291/ecec975fa3bcaf498b894cd0c258ecf10572f391.png UI initialize animations On spawn the UI animates to visually simulate initialization. More to come on this too! VFX Scoring effects Added to the scoring effects for lava and virus mode. The part of polishing the experience of re...3.7 Fixes, Water for maps and more!Nov 18, 2019 - Community AnnouncementsYou can call this a hotfix for patch 3.7 however there are more, such as: changes for maps, tweaks to gameplay, modes and more. Not counting this as a major update as the changes and additions are relatively small in importance. 3.8 will be focused on fixing the last of the current game modes and pave the way for additions leading to world building! {STEAM_CLAN_IMAGE}/31876291/3bf68e7416c84936dae081422f0533a5db028c73.png Notes: General Gameplay Added Water to Taiyo map More drones and fireballs spawn, multiplied by number of users Sprinting while falling no longer possible Fixed more invisible trigger zones affecting movement Fireballs no longer die when hack point is moved, they now relocate to the new target Added a prejump. If jump is pressed 1-2 frames before landing, the character auto jumps Increased the limitation of aiming down, you can aim up to your feet now Fixed drone sounds being heard from hundreds of meters away {STEAM_CLAN_IMAGE}/31876291/2015348d72ef681f040d999b8aee937e8cdf7410.png Lava mode Tweaked fireball orbit Fireball facing direction Fireball exhaust effects emitting at two directions Particle effects added to lava hack point platform Invader mode Fixed debris collisions in Data mode Moved debris positions to better cover the map {STEAM_CLAN_IMAGE}/31876291/cd744dd81e1dd23e1dd52c77f14f367f268b6c9a.png UI Character UI fades smoother now Reduced visibility of Watchers Stats bar transparency - increased visibility Lava marker UI proximity detection added Fixed facing direction of some map objective UI Tweaked discord status updatesUpdate 3.7Nov 4, 2019 - Community AnnouncementsModes {STEAM_CLAN_IMAGE}/31876291/6bc4149c3bb0888e22108683902ae661f6850a4e.png Update 3.7 continues with revamping the game modes. Main focus was increasing the platforming options in lava mode to make up for the rising lava firewall consuming lower platforms. Giving the gladiators platforming options when there are none, right in their control. By shooting the firewall, a platform will be generated slowly consumed by the lava. However they give a temporary safe zone. Landing on them will create a splash, which can be shot to create a wall to wall jump off or use as a step up. {STEAM_CLAN_IMAGE}/31876291/27b8410a76aa1663c87270d91640df86dc4260a8.png Checkpoint Orbs have been added to lava mode. Running through an orb will refill the stamina bar and mark that spot as a checkpoint to respawn at after death. Animations {STEAM_CLAN_IMAGE}/31876291/32c9795f22b040bdd831f8d2503262456e1834f7.png Grenade animations are tweaked further, switched to root motion and the first few steps of upgrading the animations in NV. This was restricting the kind of motion I could animate as it froze the hip bone. This lead to animations feeling rigid however switching to root motion has fixed that. Though, this requires remaking some of the animations. Expect to see more over the coming months! More Gameplay updates Stamina Orbs are added into the Colosseum. On killing enemies, an energy orb is spawned. Grabbing this will refill stamina. They can be taken by enemies, so beware. Invader drones are reworked, they now fly to specific heights relative to the player. This is to make melee weapons easier to use and easier to use enemies as platforms. Wall slide allows the player to slowly slide along the face of a wall. Giving players a moment to calculate their walljump angle or get height advantage on enemies. UI & VFX {STEAM_CLAN_IMAGE}/31876291/e0bd7a27cd71efb1365ef0c3fefc6f1e22bd4d44.png Sliding particle effects added for slide, run slide and wall slide. Footstep particle effects added too. Grenade throw UI is reworked into a trajectory calculation. Its not as precise as I want it to be just yet, but this is much better than the previous implementation. Will be updating this soon. {STEAM_CLAN_IMAGE}/31876291/e12afabb436ec5dfb6974c1d5fbca729777ab08a.png Sword visual distortion wave effect, to reinforce the power of the slash and make it look more interesting. Other patchnotes: Fixed interaction system Fixed falling on invisible walls and sinking Changed raycasting of proximity warning for accuracy Fixed drones aiming lazer through walls Fixed red drones always rolling on ground Fixed needle parent position when impaling enemy Added watchers to the Arena Increased drone and fireball spawn count Fixed multipass position on hip Made turret bullets effects more visible Fixed sprint states for animation Fixed jump states for animation Added fading UI instead of only clipping on and off Fixed discord status updates for maps and modes Update 0.3.6 - Hotfixes and animationsSep 3, 2019 - Community AnnouncementsMain focus of this update was fixing a lot of bugs found by players in 0.3.5. So let me start off with some of the new features in 3.6 and then list off the changes. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/7812a9f8540e05b5c69008cb5b1a1cdfc47598d9.png Unarmed state The player was always stuck in firing stance, which for a shooter isn't a big deal. However, moving forward my focus will be on world building and more out of combat interactions. Meaning, this is will be important soon. I have added the first iteration for the unarmed state., press "X" to unequip/equip weapons. Personally, I am quite unhappy with the animations so I will be tweaking this over the coming weeks! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/3cb18a7188945b577d6dbe47f3e94fe965eb1fd2.png Nade throw Nade throwing is in! The player can now hold the nade button to cook them and goes into a ready to throw pose. This includes some back end scripts to make grenades their own weapon set, expect more to come! There's some timing issues with the throwing that will be worked on over the coming weeks but please check it out and tell me what you think! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/3ce52700be443d3d4ee4373843f6532ebb19ea7a.png Fixes & Changes: - Fixed had positions for different equipment states - Push nade trigger box kills drones without triggering - Invader death blocks disappear 1 minute before game ends now corrected - Monolith moving parts had broken physics, now fixed - Spawning with no guns when joining a game is fixed - Virus enemy now synchronized across network - Weapons initializing after already equipped when client joins is fixed - Fixed an issue where sometimes game mode and map reset when a new player joins a server in mid game. - Changed booster particle effect to also have a line render - Bug where switching modes broke when clients are connected now working - Increased visibility of particle effect when sword hits enemy - Could not access a couple items in The Mainframe for testing, its now fixed - Fixed bug when entering spectator mode would just respawn you - Needler shooting new spike before old one returned corrected - Multipass sometimes not spawning is fixed - Fixed drones sometimes only targets first player - Sword position corrected - "Hot join" joining through mid game breaks everything bug is fixed Update 0.3.5 Gameplay Update Part 3Aug 13, 2019 - Community AnnouncementsOne last thing, forgot to mention changes to UI and relay cam... https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/643d7ffc1f4e52bc52f7bd6035ec64f489332e89.png Relay Cam As 3rd and first person exists in this game, I've polished the relay cam and the cam state switches. It should have a smoother transition now to avoid disorienting the player. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/2b07918bc92a17b3eaef5af99221437e201c842c.png Player Changed the third person cam UI from screen to world space. This is in order to better represent that it's a drone camera which follows the player. Also added a 360 degrees compass circling the player. This is to better communicate directions when cooperating and will be more useful down the line when teams are added. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/8bc00c9773a797d2310b01a63e82db1262766a62.png Aim proximity warning Added a warning sign for weapon barrel too close to wall. As the gun aims towards where the camera is centered sometimes objects obstruct the line of sign from the gun. Hence the proximity warning. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/62721ce5c712236e49090fd767dfb8fd8ecb5824.png Map UI Added worldspace UI for Mainframe map features. Press F to toggle them on/off. This is also used for objectives on the map. As well as https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/3a6281ae1046f57c509d27df3e132b80c36fc125.png Enemies Enemy detection UI. Gives distance info for attack drones and enemy players. The virus has UI which signals its attack, defense and neutralized states. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/04e0078c453e4b32da1ea24e0ef9c44cb1eba695.png Scoring Killing enemies will show off your score for everybody to see. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/642a9b7633b1c597fb803c81788420388fed50d0.png Compass for objectives Made a smoother real-time compass arrow to guide players towards objectives. Such as the direction to go for the hill, virus quarantine and more. Whoever is interested in lists, continue. If not, you've been warned. Lists 'n' stuff: UI - UI for drone spawn location for invader mode - UI for breach in the sky - UI for for debris and their height - Number UI for ammo in 3rd person - Increased quality of scoped crosshair UI - Changed crosshair UI - Added hints in loading screen - Added loading screen for Mainframe too - Added scoreboard above game map for spectators - Slider UI for movement gadget - Next button for end game. It takes you to a sort of bonus round - Changed multipass design - Added text to multipass reward types - Fixed /votemode /votemap showing up in chat Gameplay - Recoil reworked. Recoil before shot in random patterns with a max spread. Decided to try out a different system where bullets always go to the center and each shot disp...Update 0.3.5 Gameplay Update Part 2Aug 11, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/62721ce5c712236e49090fd767dfb8fd8ecb5824.png As mentioned in previous updates, there are more things to come! The following is more of the features worked on in my social media hiatus. However, beyond this, I am working on upgrading the project to unity 2019. This does require more work than usual as a lot of Unity has been revamped in new versions which require rebuilding large parts of the game. This includes the dreaded networking. Unity has decided to depreciate their old Unet system. Something that my game is built on, the solution I've decided on is to switch to Mirror for networking. Atleast until Unity gets their new unet system up and running with proper documentation. More on all of this later, for now here are some more changes in 3.5 Update 0.3.5 Gameplay Update Part 1Aug 9, 2019 - Community AnnouncementsPhase one: Gameplay (Doing a marvel aw yee) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/e1ebb9f30168b1bd5bbbba123b925d091e402cda.png After my long radio silence, I am back! I've spent the last year not on social media to focus on game development. Last years release and the following months of updates, reflecting on my design and state of the game with players. It was obvious I had quite a ways to go. This time around however I am more confident in the gameplay and will be polishing it even more over the coming weeks! Keep an eye out for more updates and join me for testing sessions on the weekends. Don't forget to join the discord: Discord.gg/XV2yyB8 https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/26e72f20894e160d414c40f092e98127c12b1e42.png Crouch Added crouching state when Crouch button is pressed (Default “C”). For low cover objects, smaller attack profile. Eventually for better shooting accuracy too. Gives stealth option to players, with the newly added foliage. It’s also the state you enter after performing a slide maneuver. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/f7b160add76436c7a8e5b4e14f46a6b9d66c8570.png Slide Talking about slide maneuver, I added a slide this patch. Using the crouch button whilst in motion the player performs a slide. When sprinting the character does a short dash, followed by an extended slide. Sliding in air, it slightly increases player down velocity, to mimic a shinobi air dash move inspired by ninjas in asian pop culture. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/53df8410b5419d833bcf39c61367d4e2aa64c45e.png Swords (Finally) Added the slide for a reason. To increase the ninja-like game feel, the long awaited Ninjato sword has been added. The first of the melee weapons. Still working out fluidity kinks, motion and better collision detection. So please help me test this out! Ninjato has a 4 attack types: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/3fd2c428578eab34c042a6788dfd6bb190db9b9b.png High & low High attacks, using Left Mouse button, the player dashes towards looking direction and this attack has 3 moves in its combo. Low attacks uses the Right Mouse button and the player performs a slide motion whilst slashing in a 3 move combo too. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/58a1607452a6b652839c862c5ddcd84324a11336.png High and Low attacks can be interchanged to perform different combos. For example, R + L + R will perform a high, low, high attack chain. Attacks have a movement multiplier according to movement input. So when holding forward, attacks lunge further as gap closers to reach gun users. When holding backwards, attacks are performed on the spot. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/407d5f000ee3e951ab3c9eacde12f626e15a52d0.png Jump Attack The jump attack gives the player...Neon Valley 0.3.1Jun 14, 2018 - Community AnnouncementsEnemy update! The "Attack drones" "Fireball" and "Hunter" enemies were revamped. So their movement patterns are less predictable. The speed adjusted so its more challenging to track them. Also made the flight path non linear. Aside from the drones, the other enemies now fly in parabolic curves and come from different angles. There were a few smaller changes like spawning and such to make them more difficult. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/07c16bfd42ac8ffd418354002e4442cef797cbc8.png Beyond this! The animations for the sword is half done :D I have worked out how I want sword combat now and how they will fare vs guns and other swords. I will be rolling out some of this over the next couple weeks. Also, I am working on a new weapon and a couple new gadgets. A needle gun, platform maker and a double jumper. There are more ideas for items I am working on before I finalize them and actually start making them. You'll hear about them soon enough :DNeon Valley 0.3.05Jun 8, 2018 - Community AnnouncementsThis patch is a bunch of fixes and optimizations. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/f72ce897cbee663f7c269d3fbafaaa2ff0e9ff3a.png Particle systems: I found a problem with a couple many of my particle systems that was drinking cpu. I had them set to world simulation while they were moving so it had to keep track of thousands of particles and update their position... This is fixed! I've made a particle system that generates as you go. Lighting: I am using volumetric lighting which looks real sexy, but having all of them on at the same time also eats up gpu. I have restricted this to be on only if you are close to them but I need to further develop this. I want to add sort of billboard images so when you are far away it doesnt just pop in and out but become a sort of static image. UI: Unity UI canvases are sometimes quite annoying to work with. So by default the "canvas" comes with a canvas scaler and graphic raycaster. The scaler makes it easier to adjust the resolution and the raycaster so that you can interact with it. But both those things eat up processing. And completely unecessary when not using them. In my noobiness I left my canvases with these components on... But now I have reworked all of them! Water: The water looks real sexy. But its eating up a lot of gpu. Its reflecting all of the graphics bla bla bla. A real good pc should be able to handle this but mid to low has trouble. So I have made a simple water if you set the graphics to medium or low and the water only begins rendering when you are close to it. There are a bunch of smaller tweaks I made to game design like how the enemy drones operate and detect collisions. Character materials, reducing mesh colliders, rewarding players with multipass for main game. Bla bla bla bunch of other things nobody will notice. Neon Valley 0.3.0Jun 2, 2018 - Community AnnouncementsNew modes! Well an upgrade to the old ones. This update changes all of the game modes to have single player elements. So that it still has some challenge for users in their solo instances. Deathmatch: Drones begin invasion, they come in numbers and program to hunt you down. There might still be performance issues I need to optimize. However, they are challenging. I have also added bomberman inspired falling cubes that restrict player area towards the end of game. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/4e670613498c368434b7fd536195a8d60e710d74.png Lava: The fire is sentient, It's coming after you! Added tracking fireballs that erupt from the lava. Also added hill waypoints that you need to reach, rewarding players who are fast but also help other players reach the point. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/064d3e5b4646fe76d3dee31d2c2ba9c278a44b04.png Data: The sky is falling! Random fragments from the cyberspace are falling from the sky due to a virus containment breach. Disable the virus and retrieve the microchip to the secure locations! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/3f3d1c180ff725bfe752ff5b5655c93fe2d774e2.png I have also made more fixes and optimizations. The mainframe mode water has been replaced with a simple shader. It doesnt look as good as the previous water but 60% less "expensive" to use. Using this for now as I work on other optimizations which are affecting performance thats messing with the water. Changes to the user experience. The player now starts straight in the mainframe and can go to menus from there. This is to help immerse the players directly into the game without the extra steps of the menus. Its a better first impression IMO and more interesting. Theres a bunch of smaler tweaks like game balancing weapons, optimizing in game UI, changing resolutions and some hidden back end things to make game modes smoother. bla bla bla see for yourself :PNeon Valley 0.2.9.RunningoutofnumbersMay 19, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/b98e6567c7aaa731a98c9405168bb0f710fa8123.png Character customization! Made the first set of character customization items, they can be accessed from "Grind me gears" with the lvl 2+ multipass. Other than that I have been quite busy this week with quality of life changes. Other fixes and changes: - I have made my own network position synching for the player. As the default one from Unity Unet only works with rigid body setups and even then quite limited. - Changed the camera movement as the method before meant the player model would obscure vision in extreme angles. - New hitbox, one that is more accurate! Also damage has been tweaked now with proper hitboxes. Hit in the limbs are reduced damage and headshots have increased damage. Those are the large notable changes but on top of this I made a lot of smaller tweaks such as game physics, grenade physics, lighting optimization, mesh optimization, booster changes, grapple hook changes, bla bla bla. Neon Valley 0.2.98May 12, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/b52f9ba9ff1b9332b0118eac92413e80a10e5185.png Multipass! You will now recieve a multipass with a specific clearance level as rewards for completing the game modes or winning multiple rounds in the arena. These passes give access to weapons testing, character customization, the planetarium and more! This update brings with it many tweaks to the game modes, making them actually playable. As well as arena combat and the planetarium. I've also made tweaks to the attack drones as they were way too powerful. Made connecting to The Mainframe more stable. Also, underwater effect! So it feels like you are underwater when you go there now... Tune in for more updates the coming week and planning to have the demo done very soon :DNeon Valley 0.2.96May 5, 2018 - Community AnnouncementsTarget practice! I've added the targets for the practice range. Still need to add some kind of recognition for taking out all the targets in time. Will add this for the next update. You can get to the practice range in the mainframe via the boost tunnel or the teleport platform! Test it out and give me some feedback :D https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/3db1eb94d64f2671dde1b335d40077ed5b6f0ca6.png Other changes: Tweaked the drone speed and damage. I still think they get way too hard but this might be a good thing. Changed the boost from the waypoints on the obstacle course/timetrail mode. I still need to make tweaks to give more flow. Lastly I've finished making hte first animations for the sword and will try implementing it the coming week!Neon Valley 0.2.95Apr 25, 2018 - Community AnnouncementsSettings and stuff! Well not completely, still setting up the settings but at least the first pass for optimization is now in! You can change the graphics quality in-game and in the title screen menu. This graphics quality reduces the post-processing mainly but also other tweaks. This should increase fps by 20+ when set to quality low, hopefully helping most of the people having issues running the game. As I mentioned this is just the first of optimizations and settings that I am working on for quality of life stuff hue hue. This patch I also made some tweaks to gameplay, mainly how the booster/grapple works. I will be tweaking more systems for some game balance changes in the coming patches!Neon Valley 0.2.9Apr 14, 2018 - Community AnnouncementsSingle player game modes! Currently they are only accessible through The Mainframe. This is due to the focus on releasing the demo version, so I have put my focus on finishing these game modes in the demo scene. However, I will be adding these to the main game maps too so anybody can easily start a single player game. These game modes are not single player exclusive. You can still play them multiplayer either co-op or pvp. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/0ce97e1f6e10d88bc95266a6078e121621c90869.png Let's get down to bidniz, the game modes are as follows: Time trial course - Following a set cours players race to complete each waypoint as fast as possible. With bonus points on not touching the ground. A fireball the "hunter" is spawned to chase you and will kill on hit. An electric shield the "guard" is spawned in front of each waypoint to hinder your path, which also kills on contact. I am working on a method to reward players for helping their competitors either by grappling them when they fall or creating a platform to help them reach the waypoint. This is to promote positive competition, something which I am trying to push forward in my game modes. Invader defense - New attack drones! They hunt you down in groups mercilessly. No seriously, I think it's a bit too difficult right now but hey that's the challenge right? The drones enter neon valley through portals as they breach through the firewall. Players are rewarded for each drone kill and there will be rewards for defending your fellow players. The enemies are relentless so make sure to always keep on the move. Floor is lava - I have made changes to the floor is lava to be objective oriented. Just like before you get points based on survival time with bonuses on skillful gameplay. However, now you must get from point to point and there will be rewards in supporting fellow competitors reach a point. This is again to promote positive competition and I plan to include changes such as this to all of my game modes one way or another. Neon Valley 0.2.85Apr 7, 2018 - Community AnnouncementsSome gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and animations, this will take a while. But in the mean time I am working on quality of life things, as well as setting up new game modes and what not for the free demo release. Anyway heres a list of what I've been up to! Fixes: - Fixed F for melee not doing damage. - Rotating shields not blocking things should now be fixed. - Teleport grenades were not teleporting people. - Weapons were not properly showing up, especially the movement gadget. - When switching shoulders bullets were not firing properly centered. As if they were offset. This should be fixed but I think there is still an issue with the Railgun having some sort of offset shooting bug. Changes: - Lava mode now has objectives. Like playing lava mode in real life, you have to get from place to place. You get more points for reaching further areas and I will be adding deeper mechanics that reward you for saving other players from certain death. As well as rewards for more people reaching the point. Giving a mix of co-op and competitive. This is the start of lots of game mode changes where I want to experiment with positive/inclusive competition rather than going down the toxic competition route. - Visual changes to the bullets. Got rid of the blocky bullets and replaced them with sexier VFX looking things. - Reworked the bullet spread mechanics. Before they were like fortnite which was a fast implementation and I hated it. Now its more like a standard fps where the more you spray the more it goes everywhere. But controlled bursts and proper timing between shots keep bullet accuracy. - When you switch shoudlers the character actually switches sides now too! There is still an issue where the shoulder obstructs view when looking in certain angles though. This will be ironed out soon! Additions: - Game mode gates in the Mainframe. This will be used to implement mini games inside the Mainframe that can be played solo or co-op. This will be used in the regular game modes so solo players wont be left empty handed. - More hints for the hints menu! As mentioned there were a lot of hidden system additions and changes which are setting things up for bigger updates in the future! So stay tuned for what I have planned heheheheNeon Valley 0.2.85Apr 7, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31876291/0e7247f89470bc1d51fa33a667402fb7892b7e5b.png Some gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and animations, this will take a while. But in the mean time I am working on quality of life things, as well as setting up new game modes and what not for the free demo release. Anyway heres a list of what I've been up to! Fixes: - Fixed F for melee not doing damage. - Rotating shields not blocking things should now be fixed. - Teleport grenades were not teleporting people. - Weapons were not properly showing up, especially the movement gadget. - When switching shoulders bullets were not firing properly centered. As if they were offset. This should be fixed but I think there is still an issue with the Railgun having some sort of offset shooting bug. Changes: - Lava mode now has objectives. Like playing lava mode in real life, you have to get from place to place. You get more points for reaching further areas and I will be adding deeper mechanics that reward you for saving other players from certain death. As well as rewards for more people reaching the point. Giving a mix of co-op and competitive. This is the start of lots of game mode changes where I want to experiment with positive/inclusive competition rather than going down the toxic competition route. - Visual changes to the bullets. Got rid of the blocky bullets and replaced them with sexier VFX looking things. - Reworked the bullet spread mechanics. Before they were like fortnite which was a fast implementation and I hated it. Now its more like a standard fps where the more you spray the more it goes everywhere. But controlled bursts and proper timing between shots keep bullet accuracy. - When you switch shoudlers the character actually switches sides now too! There is still an issue where the shoulder obstructs view when looking in certain angles though. This will be ironed out soon! Additions: - Game mode gates in the Mainframe. This will be used to implement mini games inside the Mainframe that can be played solo or co-op. This will be used in the regular game modes so solo players wont be left empty handed. - More hints for the hints menu! As mentioned there were a lot of hidden system additions and changes which are setting things up for bigger updates in the future! So stay tuned for what I have planned heheheheNeon Valley 0.2.8Mar 28, 2018 - Community AnnouncementsMelee! I've added F to melee, does a small ammount of damage and push. Works well in combination with weapons and gadgets for fast finishers. The hitbox I think is a bit too big atm but that needs to be tested for sure. Secondly I've added the first iteration/test of the sword! It has no animations at the moment, something I'll be working on this week. However, you can at least test out how the mechanic feels as well as how well it combos with gadgets. Its very crude right now but thats where the animations come in. I need to first test the game mechanic first so I can adjust the animations accordingly. I was thinking of giving sword attacks a slight dash forward with every hit so you can follow people easier. But this means I would need some kind of counter mechanic from gun users. Maybe per shot that it pushes back players slightly? What do you guys think of this :o