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!




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