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Rocket_Juice

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A member registered Mar 19, 2017 · View creator page →

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NeonTail ProgressPreview68

Hi, for this week's #screenshotsaturday about my project Neon Tail , I'd like to share my latest devlog.
It's a bit silly, but I do wonder if trying to be funny in my devlogs can help marketing the game.
I mean, that direction is probably a fool's errand, I'm no youtuber nor comedian but I'm trying things I guess.
Also I'm having fun so that's what matters the most in the end. 🙂
I just read a super sad story of an ambitious indie game project (the game Waking), like other people said, indie game developing is really like throwing a dice and hoping for a nat 20.
Well, if I'm going to fail hard, which might happen, I should at least try to have fun on the way.
I wish you all success with your projects, guys!
Have a nice week end! :)

NeonTail ProgressPreview67

This week's #screenshotsaturday shows some fun debug tools I've added for my project Neon Tail , which consists of spawning whatever I want in front of me so I can stress test performance.

Another cool usage is that it can be a little surprise for my next live debugging session. 🙂

Other than that, I've formatted the localization workflow, as it might be wise to slowly start translating the game.

I've also added a Reset function to the street races that allows the player to spawn back to the last checkpoint they touched. There's still the option to abandon the whole race.

Moving on to advancing the plot!

Have a nice week end! 🙂

(1 edit)

NeonTail ProgressPreview66

Hi, for this week's #screenshotsaturday for my project Neon Tail I'm skating around, shopping, and racing.
Lots of updates this month, dialogs have new animations, added many new moves to the unlockable characters, I finally fixed the turn around at the end of a rail during a grind bug, and I did a big optimization overhaul for better resource and memory management.
I discovered the "Addressable" system Unity had for a while that I wasn't aware of. It kind of resolved some problems I had.
Anyway, I did a lot of very various things, a lot more coming soon, have a nice week end!

Thanks for the replying, and your advices is great and we're now adding plot mission now and design the "new-hardcore-cop"(now side mission "race challenges" are like this feature ) !

NeonTail ProgressPreview64

Hi, I didn't post anything for a month now, but I've been quite busy on my project Neon Tail nonetheless. I've spent some time brainstorming some plot points that used to be weak, now we're solidly good to go.
I've reworked the plot related dream prologue, with new environment and props, and I am currently creating a real introduction cinematic. This is still in progress, so maybe that's what I'll post next Saturday.

Meanwhile for this #screenshotsaturday , I'll just show some new animations on the other playable characters. The way they play and feel now starts to really split away from each others and reinforce their personality.

Anyway, have a nice week end, stay safe! :)

Thank you:D

NeonTail ProgressPreview63

Hi guys! This week's #screenshotsaturday on my project Neon Tail I've done the dude's skating animations. He's supposed to be a bit less agile and slower than the main character, so I hope the animations shows that a little.

He's still missing a manual animation (which is the main character's for now, very feminine haha) and I'll probably add some Selfie poses if I can. I also would like to change the forward jump.

Anyway, I can refine a lot of course, and that goes for all playable characters, but as usual, I'm racing against the schedules.
Also sorry for the abrupt ending of the video, I ran out of disk space. :P

Have a nice week end! :)

NeonTail ProgressPreview62

Slowly but surely, some progress! This week's #screenshotsaturday on my project Neon Tail , I'm showing the first race of a match against the Acid Frogs. As usual, new side missions, new items, new plot missions, lots of debugs, tweaking, balance, and I also added a convenient way for me to switch character anytime on the fly.

This year is not an easy one, both mentally and physically draining with all the crazy news... so don't forget to relax and have fun!
Have a nice week end! 😉

NeonTail ProgressPreview61

Hi, this week's #screenshotsaturday for my project Neon Tail I finally finished my Training Facilities. It has some collision bugs and I want to rework the screen menus, but at least the facilities are operational.
There's always a kind of tension between advancing the whole project, reworking the existing feature and polishing / debugging what's already done.
There's also that perpetual lack of satisfaction with my own work. I wouldn't be where I am without it, doing so many different things like art and coding, but I never feel... well satisfied neither.
I guess I just need to keep going until the project is finished. And either ignore or schedule super tightly all the polish gnawing at the sides of my focus, else the project will never finish. :o
Sorry if it sounds like I'm complaining, I'm not! I'm just talking about some difficulties I face during game dev. I'm doing exactly what I want and I'll crush my project! :P

Anyway, have a nice week end!

NeonTail ProgressPreview60

Hi, for this week's #screenshotsaturday for my project Neon Tail I made unlockable abilities that are now properly implemented in the game.
I finished implementing a workshop where you can get a "battery" installed on your roller blades. Each battery has a different amount of energy you will need to use abilities. Each battery also have a different amount of slots to plug modules in. Modules can change your base stats, such as speed, grip, and balance, but more importantly enable abilities such as Spin boosts, Rush boosts, magnetic jumps and wallrides.
Here's a video of me skating around with those abilities installed.

Lately I've been building up stress more than I should and found myself getting angry quite easily. I'll need to find some ways to deal with this, I'm sure this is a quite common thing among indie game devs (actually probably everybody...) stay healthy guys!

Have a nice week end!

NeonTail ProgressPreview59


Hi, I hope everybody's doing fine!
This week's #screenshotsaturday on my project Neon Tail , I've been busy working on the battery and drone workshop.

It's a place where you can upgrade your roller blades and camera drone to add new abilities. I've been mainly working on the room's look itself and started to prepare how the whole system will work.

Also added some more cosmetics, a minimap, and a couple of side quests.
Added a face mask because why not, and who said video game characters are immune to viruses?

Stay safe you all, see you next week!

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NeonTail ProgressPreview58

It is getting harder to stay consistent with the #screenshotsaturday while working on my project Neon Tail , I really need to keep it up.

I have so many new things that are hard to show!
Here's a few big ones :

You can now go back when you grind, I created and implemented the trains and cars traffic system, I updated the save system, ghost system, storage box system, added an upgrade feature to it, many shops and items were added along with the new area, and I completely reworked the Reputation system completely separating it from the tricks and combos system which have their own new scoring system.

More to come, I'm working on a new character in a new location that is part of a plot mission.

Have a nice week end! 

If you like our project "Neon Tail",  our twitter and Discord link, see below
Twitter https://twitter.com/RocketJuiceGame
Discord https://discord.gg/5CkE8Qe

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NeonTail ProgressPreview57


Hi, trying to keep up with #screenshotsaturday on my project Neon Tail !
There's been a ton of work done these few weeks, but I think the amount of new things decreased the quality of those things.
I made a couple of cutscenes and created a new mission to introduce a new character, I managed to make it all functional, but the result is quite unpolished.
I borrowed some animations from other character for dialog reaction animations, but it doesn't fit at all... Still better than nothing. I'll definitively replace them next update!
Some unintentional wrong positioning on some of the mission outcome, but overall it's still satisfying.
This is the first mission that has 6 different outcomes that will change your relationship with this new character, knowing that your relationship with her will have consequences with what she will do and what you can do with her later.
Stay safe and have a nice week end! 

Neon Tail -  DevLog 56

Hi, for this week's #screenshotsaturday on my project Neon Tail , some of you might have seen two weeks ago the concept art I drew for the first opponents my main protagonist will face.

Well I modeled them, textured etc... and implemented them, and took some time to completely rewrite the ghost system as it was FPS dependent, thus on some computers people would see weird things.

I also spent some time writing tools for faster future character / NPC implementations.

Anyway, I lazily reused many animations so the eyes goes weird sometime, I'll create their own animations later, at least a good Idle.

I'll try to create a small event including them for this month's build, but it might be too late. Next month there will be a mission with them.

That's it for this week, have a nice week end!

Neon Tail -  DevLog 55

Hello, for this week's #screenshotsaturday on my project Neon Tail I'm finally starting to work on plot missions, I drew a little concept of the first in-game sport's game match's opponents, the Acid Frogs, and started modeling "the boss" of their team.
The new area is playable too, we're slowing down on environment creation and working actively on populating the city with missions and events.

Thank you, we'll considered it!!!!

Neon Tail -  DevLog 53

Hi, this week's #screenshotsaturday shows a super hero landing in my personal project Neon Tail !
Lots of work, more than usual... even added 14 new equipable items along with the Halloween event.
Have a nice week and happy ghosts slapping!

Neon Tail -  DevLog 48

Hi! Lately work had been quite frenzy, a huge amount of debugs and polish for the upcoming early access of my game Neon Tail.
For this week's #screenshotsaturday , I really wish I could spend more time creating videos and explaining what's new in detail, but with the oppressive and unending to do list I have before the early access start, here's me just roaming around jumping and grinding happily everywhere.
Have a nice week end! :3

Also here's the link if you want to wish list it : https://store.steampowered.com/app/1126270/

Thank you!! We've got your feedback, now the tutorial build is available, please give it a try :D

Thank you!!!! We love to  get this feedback :D

Neon Tail -  DevLog 45

Neon Tail Starts Steam Early Access on 2019 September  https://store.steampowered.com/app/1126270/Neon_Tail/ 

Please add Neon Tail to your wish list :D

Thank you!!!

Good job, and thanks for your video! A lot has been done since then, and a lot more will be done until release. The game is about 25% done.

The game has been optimized a lot, although the city above is quite a huge one.

Have my sub, and good luck with your channel. ;)

Thanks for the suggestion! I'll take a look and maybe give it a try! ;)

Neon Tail -  DevLog 44

Hi, this week's #screenshotsaturday on my project Neon Tail was quite difficult, due to depressing news and the need for some solo gaming, you chose the right time, steam summer sales.
Anyway, played a lot, feeling better, I'm back to work. I've been spending a huge amount of time rewriting my optimizing system from scratch, feeling like an idiot for not recycling the props and pedestrians and animals, instead of creating that crazy complicated zone structure with bazillion actors that each have their scripts intertwined in so many systems.
Oh well, mistakes are the best teachers. I gained about 20FPS in very performance heavy camera angles, the game runs way faster overall, I'm satisfied but worried about when the whole city will be finished. Well, I should worry about one thing at a time. I need to polish that tutorial.
See you next week!

Neon Tail -  DevLog 42

These weeks have been frantic for me, it's very hard to find some time to make a video... but here it is, this week's late #screenshotsaturday a ton of work have been done. From what we saw during #bitsummit , we tried to snipe out what new players needs the most, what kind of explanation in what order and what was most effective to teach them the basics. Turns out we would need a sturdy tutorial for our game, with a visual of how things look when done well. I will also need to add a gamepad UI that shows the input of the demo girl in real time.

So here it is, the beginner's basic tutorial with a new level, called "The Garage", that will serve has HQ as well as tutorial and chill place for our characters.

Here's a list of all I've done :
- Analysed feedbacks from Bitsummit.
- Made a new character playable.
- Fixed selfie Screenshot file saving.
- Created a ghosting system that allows me to record my inputs.
- Input can now come from both code or player's input.
- NPC can now ghost a player's input.
- Wrote proper dialog localization system.
- Converted all dialogs to new system.
- Fixed wallrun out of wall direction.
- Added Text autoLanguageSet using new workflow.
- Modeled and created the Garage.
- Finished Garage basic tutorial.
- Added Checkpoints.
- Added Spawn location list based on from which level you come.
- Fixed Target indicator's bugs.
- Fixed SFX volume bug.
- Fixed mission related unintended workflow.
- Created new Data classes for relationships and more localization stuff.
- Grew a bunch of new white hair.

I'll try to get the advanced tutorial done by next week, and fix a bunch of minor bugs that's been in the game for a while.

The pace is frantic, but we're working hard to try to get a solid build by October.
See you next week! ;)

Neon Tail -  DevLog 41

Hi, for this week's #screenshotsaturday , I'm showing around the new residential area, the week was spent pretty much populating and optimizing the new zone. I created a new district management system who is in charge of tracking the player's presence and activating / deactivating the district's content accordingly.
This and fixed a LOT of small bugs. Bugs never end.
Next I'll try to focus on putting things to do, and polish before Bitsummit.
Have a nice week end! :)

Neon Tail -  DevLog 40

Hi, this week's #screenshotsaturday for my project @NeonTail , again I worked on implementing the new residential area to the game. I spent quite some time testing all the grind colliders and chasing small bugs.
I also redesigned the trick and combo system. All tricks are based on spins from a state to another. For example, grinding, jumping, spinning 540 degrees the landing with a manual is a trick named 540 Grind to manual.
You can chain tricks, up to 6 tricks combos, as long as your trick is performed only once in the combo.
You get bonus reputation points by reaching the maximum 6 tricks combo, and you also get bonus points by performing the reverse version of a trick. (starting backward)
Some tricks are still missing, as you can see at 00:30 I will implement them later.

- Updated trick list & redesigned tricks&combo system
- Updated Manual animation
- Created and implemented combo sounds
- ResidenceArea import
- Import Residential Master in main
- Rebake occlusion
- Created and set up Pedestrians / Animal / Dynamic Props Manager

Have a nice week end! ;)

Neon Tail -  DevLog 39

Hi, this week's #screenshotsaturday for my project Neon Tail, I worked on implementing the new residential area to the game. I have quite a lot of difficulties with streaming scenes. I don't think it is possible with Unity unless I put a couple of assets per scene and async load billions of scenes this way. Actually I think that's how they did it in the game "Inside"

So for now (since the game at present state allows it) I'm simply optimizing enough so the game runs with both area loaded at once. Eventually I'll have to find a way to stream the huge city rather than load it all at once, and at worse, go into loading screens and change scenes. We'll see, BitSummer is coming and as always, I need to speed up.

You can also note that the new area is quite a big chunk, so it will take some time to get it all at skatable. Lots of buildings and bridges and roads have no colliders yet. :P

- Fixed Shop talking bug

- Added Save Menu to break times

- Adjusted Alis shop's furnitures and colliders

- Added hint, go back to Tybalt when Job Notifier disabled by player

- Imported Residential area to the game

- Created Pedestrian Manager for residential area

- Organized dynamic props

- Updated Grinding code so loopings are possible

- Updated all grind collider to the new grind system

Have a nice week end! ;)

Neon Tail -  DevLog 38


Hi this week's #screenshotsaturday is pretty much coding.
Been super busy lately so sorry about the lack of news.
There's a lot going on with our planning and what direction the project should go. I did created a new NPC, not as alive as I want her to be, but I will come back at it later, like most things. With BitSummit approaching, speed is key. ;)

- Fixed a ton of small bugs
- Modeled skinned rigged animated and coded a new NPC (clothing shop vendor)
- Added a secret Rocket of Fame
- Added the save point function with the Cafe Fafifou
- Updated the Notification Manager
- Redesigned the Job Manager
- Updated the Package Delivery game loop

Have a nice week end! ;)

 If we can build it , we'll send the message to you :D

Neon Tail -  DevLog 36

This week's #screenshotsaturday on my project ”Neon Tail” I've only worked on the shop system, but that was actually quite a trip around.

- In order to have a shopping system I needed first to create a UI menu, so that's what i did.
- In my UI menu I needed first the datas about each items, so I created the Items database, containing all items descriptions, names, types (such as cosmetics, consumable, food, or gift) and prewrote a little about each type's usage and spent some time working on how/who could access this.
- With the item database done and back to my shop menu, I understood that I had to implement an inventory system, which holds a specific amount of items based on your bag size. Of course the item type would determine whether the item was unique consumable equippable accessible by this or that etc...
- meh, gotta do the items meshes. I tweaked some already done to fit our girl.
- In order to equip the cosmetic type of item, I needed to specify which part of the body it will go to and also specify which hair part I should hide or display based on the head gear. So I wrote all that, it's actually a lot of codes and thoughts game design wise.
- Upon equipping, to make it presentable I created tiny animations, one for body clothes, one for head items. it's quickly done but i'll adjust later, i just want to see my menu work.
- When testing the cutscene, the item didn't appear. Ah.
- My cutscene system wasn't designed to follow the equipment of our character, so I had to update that. Not going into the details of this one but it got me fall asleep of tiredness a couple of times.

Aaand that's one week gone. Well that's a reasonable amount of work for one feature that isn't much to watch. But hey, it's done and functional. I'll polish everything later.
Also i want to model a young bored emo/goth lady vendor that sigh and hate her job.

Have a nice week end, see you next week! ;)

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Neon Tail -  DevLog 35

This week's #screenshotsaturday will kind of catch up what I missed showing last week, since I couldn't record and post myself.

As a reminder, here's what was done :

- A small Monument that displays the names of our backers/supporters. A huge thank you to them!
- The job management system
- First job system : package delivery
- A notification system
- Breakable walls.
- A night version of the Shopping District.
- Fixed a big FPS drop for night version of shopping district.
- Replaced fast brake with manual flat land trick.

This week I was mainly focused on creating the shopping system. Setting up everything that's happening while inside a shop.
There's nothing much to show beside a lot of code for now, so I'll see you next week with more updates! :)

Neon Tail -  DevLog 34


For this week's #screenshotsaturday , steady progress on free roaming activity.

  • The job system is done, a first type of job, package delivery, is coded and is ready for level design phase
  • Created a Notification system. You can receive any kind of message, jobs included. You open the message by pressing down on the dpad, and for jobs you can accept  and activate the job by pressing down again.
  • A small Monument that displays the names of our backers/supporters. (bigger and crazier monuments to come)
  • Added breakable walls in the city.
  • Added a night version of the Shopping District.
  • Fixed a big FPS drop for night version of shopping district. (too many small lights)

Next week we might open access to a new residential area, stay tuned!

See you next week!

Neon Tail -  DevLog 27

Hello! For this week's #screenshotsaturday , I made several small changes along with a big update with the job system.

- Structured and wrote the Job System
- When grinding, pressing B will fall down without jumping
- When grinding, pressing Y will change grind pose
- Her head now look at the camera during selfies
- Selfie cam is now angled to the side
- Fixed bug with jumping on steep slope
- Added a mini Job to test the job system (Package Delivery)
- Added (and struggled with) a target pointer for the job's target.

Since I didn't post last week, here's also what was done before :
- Constant force Trigger Added (Makes the player float up)
- Disabled a huge amount of small scripts running for no reason, made only relevant ones run.
- Systems are rewrote
- Props and animals are optimized
- Lightmaps and occlusion culling baked
- Jump : Press Rt Flip, don't press Rt no flip.
- Normalize eyes texture on Ruby
- Decrease loading time by 500%
- Modelled, skinned and rigged a new NPC. The first job giver : Tybalt Von Badyke, the chic punk dude.

Next week I'll be polishing this new package delivery job's system. Later on I hope I'll be even able to model a cute package bag, or even better a delivery outfit and make an imaginary delivery company brand. But one brick at a time.
See you next week! ;)

Neon Tail -  DevLog 26

Hi! For this week's #screenshotsaturday there isn't much graphic work done... but a huge, tedious, boring, tiring and annoying amount of work done with the optimization.
In short, I've been organizing and restructuring the whole district so all the props and animals (and there's a ton of them) goes along with my pedestrian management system, disabling them when unused. Also did a lot of other various and exotic optimizations, be it in codes, materials or light bakes.
This led to a loading time sped up by about 500%, and an FPS increase of around 15~20FPS (yes having tons of active props does that)
The downside is I need to really be careful with what zones can be seen when. Props can be seen popping in and out in some places and debugging... it's just more work.
Ah, also now when you jump while skating forward you will only flip when pressing Rt. Changes nothing except that you can spin earlier without the flip. Feels nice.

Hopefully I'll get to some actual game content next week. Or maybe make another Devlog.
See you next week!

(1 edit)

Neon Tail -  DevLog 25

Hi, been a few weeks since I last posted a #screenshotsaturday !

Beside the #TaipeiGameShow, there was a huge update with the whole shopping district made available and updated with pedestrians. Ran into a lot of expected performance problems, that I dare think is mostly resolved probably. 

The list of changes since last update :

- You can now skate in the Shopping District! \o/ - HUGE rework on the pedestrian manager for optimization purpose. - Implemented Saving system. - Updated the options, now they're saved on hard drive. - Implemented main menu (functional but ugly. Visual update pending) - Added a first version of the prologue (same, will be more spectacular later) - Added a wake up from a sofa animation - Implemented it based on first mission - Dialog system code improved - Reduced Pedestrian polygon count by around 30% - Added and Animated Drones and props - Many new props will now move on player touch - Fixed grinding bug - General performance optimization

I'll probably keep working on more optimization for all the dynamic props next week, something visually visible for the next #screenshotsaturday could be nice for you guys too.

Have a nice week end!

Neon Tail -  DevLog 24

Hi there, I'm sorry this week's #screenshotsaturday is a bit redundant, been mainly debugging and preparing for the Taipei Game Show.
Here's a list of the small changes :

- Implemented the dialog conversation animations to the dialog system.
- Made and added Optrellian's animations for basic reactions.
- Fixed many small things, fixed some problems with textures.
- Shopping District still in construction :O

thank you! :3

Neon Tail -  DevLog 23

This couple of weeks I've been working on a build for the Taipei Game Show, where people will come and go maybe try the game for a minute or two then move on. For this special case, we decided to take out the VR levels and tutorials, and instead of trying to create an impossible 2 minutes skating mastering course, I decided to implement other fun sources, work on the universe, the people you meet, their reasons being here, etc...
Hopefully, people trying the game won't just be facing an impossible challenge of mastering the skating physics within 2 minutes, but will find a street to explore, people to meet, and a city to look forward to.
Also hopefully we'll find a way to help funding our project.  Coffee

- Improved dialog system for more flexibility with missions
- Optimized A LOT the pedestrian management system (most of the time went here)
- Fixed many small dialog bugs
- Added Optrellian NPC
- Added lost hat side mission
- Fixed dialog trigger detection bugs

- and shopping district still in construction

Neon Tail -  DevLog 22

This week's #screenshotsaturday shows a little about what I'm working profusely on at the moment. I also implemented a main menu full of placeholder but it's really not much to see yet. It's all just functional. This is what I did this week : - Implemented saving system - Updated the options, now they're saved - Implemented main menu - Added a first version of the prologue - Added a wake up from a sofa animation - Implemented it based on first mission - Shopping District accessible but all rail collisions are to be done.