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[Project Kittyz] 3D Platformer/Visual Novel (For cat lovers... And everybody else! :3)

A topic by Andy Miira (Twin Koryuu) created Oct 29, 2018 Views: 6,956 Replies: 37
Viewing posts 21 to 35 of 35 · Previous page · First page

The game is running great on Android! :D

My plan is to release Nekosuki! for PC and Android (at least for now, I may release on more platforms later on ;) )

My smartphone is a Samsung J2 Pro.

I used X-Frame's Adaptive Downsampling method to make the game run smoother on my phone.
For the on-screen controls, I used Rewired's touch controls system.

Test level based on Kinematic Character Controller's test level. I added some more test objects.

Poor chibi Natsuki... Trying to reach big Natsuki x3

Hello, everyone! :3

I think it won't be (very) long until I upload an "one level demo" of Nekosuki! Maybe at the end of this month...
It'll be a demo with a simple level, but I'll make a "complete" level from start to finish, to show you the kind of gameplay experience I'm aiming for.

I still want to adjust and implement some things first... But what I can say for now is: I already integrated Unity's 3D Game Kit (Lite) with my Kinematic Character Controller-based controller. So there's already some nice gameplay features implemented, together with KCC's physics system! :)

I'm also working a bit on the art side of things...
Here's a quick sketch I made today for the game's logo.


P.S.: Here's a sketch I made (from November, 2018) of Haruka, another character from the game. :p


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#Nekosuki logo sketch!
Featuring cats and Valentine's Day chocolate! xD


New video of NekoSuki! :3
Testing the basic gameplay, attacks, jumps, camera, damage, running around...

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In that video, Natsuki's voice actress is 小日向 さくら (Sakura Kohinata)
I think her voice fits really well with the character! :3

I bought this voice pack from the Unity Asset Store:
Voices of Sakura Kohinata

By the way, try watching the video with this song in the background :3
That's the kind of music I'm aiming for in NekoSuki!

Hi, everyone!
Sorry for the lack of news about NekoSuki! >m<

I'm currently adjusting the game's UI system, and I'm really considering using Houdini (by SideFX) to optimize the game's level design and 3D art. So now, I'm also a bit busy studying Houdini... xD

Stay tuned for more news! :3

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A sketch I made of Akimi! :3

Akimi is a scientist catgirl, who loves to invent things and develops all of the heroes' gadgets!
She is also very kind to her younger sister Natsuki. Akimi always took great care of her sister since they were kids.

She knows Natsuki harbors a great love for their (human) childhood friend, Shiki.
So, when the two catgirls are reunited with Shiki once again after many years, Akimi is eager to match her sister with her best friend.

But, what about her own feelings...?

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During this weekend, I worked on some Target Platform switcher scripts for Unity, to make platform switching faster.
I frequently need to switch platforms from Windows to Android (and vice-versa), so I made some experiments, with awesome results!

This first script, I believe will work on any OS:
https://gist.github.com/andreiagmu/add97f64c3cae3ce7f379a5b376a9c25

And this one here is EVEN FASTER, using symlink operations (but only for Windows systems!)
https://gist.github.com/andreiagmu/116d2dffd7de40d0792ed5536789f218

My NekoSuki! project has a bit above 3GB of assets, so to switch platforms (from Windows to Android, for example) it takes something like 2 hours (in my notebook).
With the symlink switcher, each switch (after the first one) takes only 3 minutes! Isn't that a big productivity boost :D

I hope these scripts are useful to Unity game devs! ;3

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I made an Unity editor script, to quickly load a folder full of 3D models (.fbx, but it can be easily extended for other formats), and generate their respective prefabs! (and optionally auto-add some Colliders and Rigidbodies)

https://gist.github.com/andreiagmu/b60452981058564fc5454f7e46940113

It's a nice timesaver :3

Hi! 😺❤ About NekoSuki, I'm currently in the middle of some code refactoring and optimizations. Can't show it yet, but the results are very promising! :D

I'm aiming for a more modular and better structured codebase, for character (players, enemies) abilities and the like, and also to make it easier to implement new (and reusable) gimmicks and gameplay elements to the levels, to make them really fun to explore and full of surprises! 🎁

I'm also aiming for a 3D Platformer game that can be played and runs well in lower-end devices (notebooks with integrated graphic cards, smartphones, tablets...), so I'm testing some techniques to optimize my game. :)

Stay tuned! I'll show some development results soon ;3

Cool shot (^▽^) <(`^´)>

[Unity tip] If you add/delete some bones from your .fbx model, and then you reimport it to Unity, some weird deformations may happen in your prefabs. Drag another instance of your fbx, try to copy the bone’s transform from it! :D

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Hi, people! From now on, I’m posting the game’s latest news on NekoSuki!’s Discord community. I also post news on my Twitter.

Join NekoSuki!’s Discord for the latest news! :3

Viewing posts 21 to 35 of 35 · Previous page · First page