
Fei : I wrapped up a first melee feel of the Combat System. The Plasma Mist, the Poisoning, the Detonations, the explosions, the sound designs, delayed detonation timing with many visual and camera movement effects to handle the overall feel of the combat. I think it has a reasonable first feel as it is now and an interesting twist compared to 99% of all the other game's combat. I'm of course talking about the skating. Also about the combat, I've added a new enemy AI and animations. There's also Recovery animations.
Overall the new Dream plot mission is done.
I've been also hard at work on social medias, I need to spend some time every day to try to get more consistent with what I share online, our goal being of course building up our community.
You can now go up slopes!
I've added new animations and dialog portraits for Ram.
我完成了戰鬥系統的第一個混戰體驗。電漿霧、中毒、點燃、爆炸,聲音設計,延遲爆炸時間以及許多視覺與視角移動效果,用來處理整體戰鬥效果。我認為現在有合理而且有趣的第一感覺,對比其他大多數遊戲的戰鬥。我當然是在談論滑直排輪。另外關於戰鬥,我添加了新的敵人AI與動畫。還有恢復的動畫。
總之,新的夢境任務完成了。
我也很努力在社交媒體上工資握,我每天要花一些時間來嘗試與我在網路上分享的內容保持一致,我們的目標當然是建立社群。
現在你可以滑上斜坡了!
為Ram新增了動畫與人像畫
LEO : Like I said last time, these two weeks I worked on huge texture things. Because Neon Tail is an open world game, we have to use a lot of textures in the same scene. This will make the game engine load for a long time, it makes the fps drop. So when we use textures, we should be very careful and avoid having too many of them. For example, a huge flat as the image, Normally we can use the tilable texture directly, but in this case, I need cut the flat to reduce the amount of textures in the scene. This sounds like a simple work, but there are hundreds of simple works like this, so it really take a lot of time. I'm however almost done with this work. Next, I'm going to work on the curves of the grind colliders I've added in new area, maybe I will talk about it next time. By the way, I have got vaccinated for the COVID19 lately. It gave me some uncomfortable side effects but I feel better now. I hope the vaccine work and we'll all be safe after this disaster.


就像我上次所說的,這兩周我都在處理大量的貼圖整理工作,因為霓虹之尾是個開放世界的遊戲,因此我們在同一個場景中使用大量的貼圖,這會造成遊戲引擎相當大的負擔,使得遊戲流暢度下降,因此在貼圖的使用上,我們必須相當節制的使用。例如像圖片中這樣大片的地面,通常我們可以直接使用重複延伸的貼圖,但是為了節省貼圖數量,我就必須將地面做切割處理使得貼圖數量降低到原本的1/9。這雖然是一個不起眼的小工作,但是整個區域中有上百個物件需要處理,累積起來也是相當大的工作。但是基本上我已經快要完成了,接下來我要繼續處理新場景中大量新加入的研磨滑行路線,或許下次我可以談談這方面的工作內容。順帶一提,我注射了COVID19疫苗,雖然有一些讓人不適的副作用,不過我目前很好,希望疫苗有效能讓我們度過這場災難。
Yang: Side mission "SFS pro License Rank E Test" has been modified, the purpose of this mission is to do as many tricks as you can in the limited time . So the idea is to offer players a good place - a wide, flat plate ground with some long grindable lines. Players could keep speed easily without tons of obstacles interrupting them when doing tricks.


支線任務SFS執照E等級挑戰已經修改完成了,這個任務是在有限時間內儘可能地做出技巧。所以朝向提供玩家一個好的地點來做這個任務:一個寬廣、平坦的地面,有一些長距離的摩擦桿子設置在其中。玩家在做技巧動作時可以輕易保持速度,不被過多的障礙物干擾。