Anduo Report June 14th, 2024
Welcum to our second Neon Nights report! Let’s get to our lewduty.
LenChi:
We were deciding between multiple colours for Zoeys coat. What made it particularly hard was to be able to match a colour of clothing that could work with her hair colour.
LenChi tried making it blue:
Then she tried making a yellow variant. This colour variant felt also nice but was clashing with the rest of the look:
Then came the less bright colours. From navy blues to mossy greens:
happy accident gradient
We thought maybe this variant is a bit too army-like:
Then we went through even brighter colour variants:
Then we had gone a full circle and went back to darker colours
And that is how, ladies and gentlemen, we got to the current Zoeys colour scheme
JustNox:
Here’s the first design for the hotel entrance!
Ohm_Ena:
Very first walking animation of SPEED Zoey.
We then slowed it down, so it would fit the animation.
Having a slow walk animation would be fine with a thumbstick of a controller, this would be easy to do but for gameplay purposes, this speed is wayyyy too slow.
Testing different speeds for walking, jogging and finally running.
Jogging:
Running:
Then Ena upgraded the animations for each phase:
Desva:
Desva working on that moody fog, steam, lighting and all the environmental elements to make the city come alive:
Aine:
The new Zoey model made by Aine!
We wanted to change the few brown lines to darker ones:
And we came out with this:
Bear:
Playing around with all the new tools available to us with unity’s 2d lighting system, I decided to test out normal mapped sprites. Below, you can see the result of my tests!
Here’s also a test along with old Zoey:
We ended up changing a lot for the character models as well how we use the lighting on them.
Sadly, we did not find a workflow that would enable us to use these lighting effects effectively. The way it’s implemented, we’d have to completely hand-redraw the normal map every time we make any tiny change to a sprite. This might be something worth revisiting in the future, but for now, we are quite happy how the game looks, even without normal maps! c:
Thank you for your lewd allegiance - we look forward to seeing you next time!

