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Rocket_Juice

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

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Recent community posts

NeonTail_DevLog09 (July 14th, 2018)

Hi, for this week's <a href="https://www.facebook.com/hashtag/screenshotsaturday?source=feed_text" class="_58cn" data-ft="{" tn":"*n","type":104}"="">#screenshotsaturday</a> I got 2 new characters, one is made from another character base and the other a remodeling of style. I'd like to add a big flashy plastic belt to the new girl but I keep on wanting stuff and time is rolling, so I'll see that later.
Other than that invisible bugs fixed, again on wallruns and on landing. Unsurprisingly, new bugs appeared, like when landing the turning animation blend is wrong.
There's also that other animation transition bug from skating to idle that you can see in this video. I'll try to fix those quickly.
Anyway my characters are a bit all samish because I lazily used the same bases to save time, so next week I'll try to model an NPC that will have its own unique look.
A kid, a fat bearded dude, or an old groovy grandma maybe? 
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Have a nice week end!

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NeonTail_DevLog08 (June 30th, 2018)

Hi, this week's #screenshotsaturday I've created a hologram menu, and made it so the character would follow the screens as it rotates around.
I've updated both the anatomy and the clothes of the guy to match more with the girl.
I've added a small slide park with frogs, with a big statue with a grindable tongue, but the climbing design sucks as the bar to get up there aren't conveniently placed.
I've also started modeling another character, will try to finish him for next week. :)
Anyway, have a nice week end!

(Edited 2 times)

Neon Tail - Devlog 07(June 16th, 2018)

Hi, my computer broke so I couldn't work for a while, but I'm back on track with this #screenshotsaturday !

I'm sorry the videos all look kind of sameish, but at least the progresses are clearly visible, however small they are.
Right now we're just creating more props, there's a huge amount of work to do, and a lot of visual decisions to think about.
I'll try to work more on the different grounds transitions, and create more of them. I found a bunch of bugs to fix to with the wallriding (again).
This is going to be a busy month.
Have a nice week end!

(Edited 1 time)

Neon Tail - Devlog 06(May 20th, 2018)

This week's #screenshotsaturday is just me skating around to show a couple of new props I did, such as the Doggoshop, a small empty booth, where I can sell smaller props, either fruits, magazines, toys, anything actually.
I also did more level design friendly stairs grounds and ramps.
Ah I also did cool giant speakers and animated them so they bounces to the beat, but I didn't have time to implement them in the game yet, so that's gonna be for next week.
See you next update! :)

(Edited 1 time)

Neon Tail - Devlog 05(May 12th, 2018)

Well, I did some props. I'm taking a little time to try out design ideas on props.
I'd like to add the ability to place the character on either side of the screen for the selfies, will do that later.
I should probably move on to character modeling and animation, there's a lot to do and doing one thing for too long is dangerous for my schedule. I don't want to get entangled in design too long even if I'm not satisfied, since anything can be tweaked forever without improvement, and that will make me come back with fresher eyes.
See you next update! Smiley

(Edited 1 time)

Neon Tail - Devlog 04(April 29th, 2018)

Hi, this week’s devlog shows some progress over the props, slowly but steadily appearing in the environment. Still a long way to go, but I’m on it.
The lighting needs some attention too, I’ll get at it when all the props are created and placed.
Falling from the glass building’s slope sprung me out super far, I wasn’t expecting that… I’ll have to take a look at what happened there when I have the time.
Anyway, one thing at a time, too many things to do, not enough time, I’ll see you next week! :)

(Edited 1 time)

Neon Tail - Devlog 03(April 21th, 2018)

Hi there! I've been busy writing the game's designs, designing workflows, testings, modeling props, adding small animations, writing editor tools, and tweaking small changes to the wallriding code.I'm slowly replacing the mockup geometries with occlusion cullable props.Previously for the prototype, the environment meshes were huge, so no occlusion culling, and we had big pixel ratio problems. It wasn't optimised at all but I knew it, we were simply rushing for a presentation. Now with the LOD and the occlusion culling and a workflow written down, these should allow us way more details and flexibility as we slowly build up our props library.Hopefully I will be able to put up tons of NPCs, destructible objects, fun things etc...

The environment is completely a work in progress, as well as everything actually, but I believe the foundation of everything is ready for the executive work, so it's getting there, one small step at a time.

Have a nice week end!

Neon Tail - Devlog 02  (March 18th, 2018)

I've been poking around level design ideas in the residence area and been figuring out how a giant spill of coffee can serve as a grindable rail from many angles.
Other than that :
- Set up and testing new environment and props workflow.
- Refined mockup, reorganize, updated or modeled environment and props.
- Created a bunch of tilable normal maps.
- Grinding now zooms out on player's left stick input.
- Head follows camera all the time, instead of following only at low speed and looking forward at high speed

Thank you!!

Neon Tail - Devlog 01   (March 10th, 2018)

A lot of things are happening lately. I’ve laid down several courses for the project to take depending on our situation. But beside preparing documents, plannings and other stuff indirectly related to the game content, I improved several basic control details, actually changing a lot to the playing feels.

  • The grinding control, feels and orientation.
  • The jumping has a smart animation selection, avoiding flips when detecting walls.
  • Added slight aerial control, making a tremendous difference in combo difficulty.
  • Wallrides are now separated into 2 states : classic wallride, with gravity pull and no control over direction and Boosting wallride.
  • Added a mockup of the residential area, preparing a whole new environment workflow as given the size of the levels, the usual way won’t make it. (back to the ugly checker environment for now, but we’re working on it!)
  • As usual, lots of miscellaneous bugs fixed.

Thank you for your interest in our game! And yes, we'll customize it :)

Hi, we are Rocket Juice! We are a tiny team of 3 full time Indie Games makers based in Taiwan.

Neon Tail  is an open world roller skating game where you follow a young girl’s adventures and save the streets of Bluepulse City from dimensional disaster. She will meet many colorful characters and explore many fantastic locations of the city, from its various districts (shopping, business, residential etc) to its subways and sewers, to the unknown planes of existence.

The game is inspired by the urban dynamism of Jet Set Radio, the character development, narration, and emotional connections from Life is Strange, and the open world freedom from new gen Batmans.

This is  early prototype video:

Features

  • Plot missions
  • Side Missions
  • Unique roller skating controls
  • Fantastic sci fi city to explore
  • Free roaming activities
  • Explosive soundtracks
  • Memorable characters, playable and NPCs
  • Interesting Collectibles

Links

We will update the progress of Neon Tail  here!

We just freshly created one : https://twitter.com/RocketJuiceGame

We're in beta state, but the game itself is pretty much finished, we're just chasing the last bugs. This is our first game so we should stumble upon problems we don't know of while releasing.

Hopefully, if nothing goes wrong we should be 2 weeks away from releasing, so feel free to follow us! :)

The release build should include a 100 levels, and a shop (no in-app purchase, you buy with the coins you collect throughout the game)

Hope you will like it!