Este jogo recebeu o sinal verde da Comunidade!

A comunidade demonstrou interesse neste jogo. A Valve entrou em contato com este desenvolvedor para começarmos a preparar o lançamento no Steam.

Feedback needed :)
16 de dezembro de 2012 - Intravenous Software

Due to the large number of replies to this announcement's original call for feedback it will be left open but this original post will change to reflect what feedback is most needed at any time.

Thank you all so much for the great ideas and feedback on the colour scheme tech. The initial results of this work have now been uploaded as eleven new screenshots. What do you think?

Everyone had different tastes as to which colour scheme they liked and disliked so now the player has the option to choose whatever colours they like. I'm sure more will be added in time but this is enough to add some variety to Neon's look. The default colour scheme from the trailer video is obviously still available.

Players can also invert all the ship colours. If you prefer the meaner looking black ships from the initial trailer that is one option, or they can be inverted at any time to stand out from the background more.

Unlike the trailer video, both the environment and the all ships now change colour to reflect their hostility towards the player. Friendly areas have generally lighter colour tones, while enemy areas always have some darker more brooding red colour scheme.

Feel free to leave any ideas and feedback in reply to this thread. Your ideas are always welcome no matter how 'out there' they might be.

Oh, and do you like the updated cockpit? It's not the final design but it got a much needed upgrade to it's model.

30 comentário(s)
< >
Intravenous Software 21/dez/2012 às 2:57 
Thanks kelvin. (Sorry I realised I misread your name on my last reply)

I'm in the UK so Scotch eggs are easy to find. It's morning here right now. So today, I plan to sort out the different colour variations for the ships to match the colour new colour schemes, update the cockpit displays screens just a little, add another couple of colour schemes and then make a bunch of screen shots to update most of the existing ones.

If there is time left over it will be for boring behind the scenes stuff.
Flap_Jack 20/dez/2012 às 21:45 
Scotch Eggs are great on January 1st.
Flap_Jack 20/dez/2012 às 21:31 
Keep on keepin on! I'd send you some Scotch Eggs from NYC's Meyers of Keswick for sustinance, but I'm sure you have easy access if you like them.
Intravenous Software 20/dez/2012 às 7:48 
Yes Kevin, those things are possible but currently it doesn't happen. Right now, the areas change colour based on whether they are hostile to the player or not.

Today I added the same effect to all ships. Ships will now change colour based on whether they are hostile or not. I still need to do some more work so that their colour fits with the chosen colour palette but that shouldn't take too long. The ships colour now makes them stand out from the background much more too.

I also updated the cockpit model today. It was only a quick remodel, and not the final design, but it makes a huge difference to the look already. The old one was a five minute rush job. This one was a one hour rush job :)

I expect that screenshots of the new colour schemes and the new cockpit will get uploaded before I finish work tomorrow.
Flap_Jack 20/dez/2012 às 6:01 
This looks amazing! Since u asked the p-nut gallery, can the color pallet be changed within a level? for example, a white level with the occasional blue room, or a mission where setting off a switch/reactor or just entering a new room causes the color pallet to change? Looks great right now though so keep on and follow your instincts.
Qon 18/dez/2012 às 14:02 
Moving parts & animations (first example I can think of: moving nodes of light tracing circuit board-like patterns on parts of the wall & other surfaces)
+1 for that ;)
Intravenous Software 18/dez/2012 às 13:04 
Never say never though. It wouldn't surprise me if at some point in the future I experimented with having the environment color match the music. That's something for much later in development though because I imagine that would take a long time to get right and may not feel right in the game anyway. I'll think about that one again when the time is right.
Intravenous Software 18/dez/2012 às 12:02 
The texture seams are nothing to do with AA, AF or mip mapping. Neon just does things differently to most games. Textures would not only have seams everywhere but be twisted out of shape horribly.

I could add textures if they were planned at the modelling stage, but there was a reason that I chose not to have too many textures. Working alone on a project like this requires some creative thinking to keep the workload down. I knew I wanted a large game world and I also knew that trying to do textures for 2 million polygons would add months to development.

I like the concept of changing the colours to match the music, but spectral analysis of music is surprisingly processor intensive. It would cause a severe performance hit to do it well, and if it wasn't done well it would just look weird. But those types of ideas are what I'm looking for. Who knows what idea might lead to something amazing.
MechaGorbachev 18/dez/2012 às 9:49 
Also, this may be getting too crazy, but while we're throwing out random ideas for visual features: Dynamic adjustment of the color scheme based on the in-game music.

Probably something that would be turned off by default, and activated either via a config option or as an easter egg. It's a silly idea, but depending on how you've implemented color adjustment (and streaming in-game music, if there is any), it could be fairly easy with a fast Fourier transform or Görtzel's algorithm.
MechaGorbachev 18/dez/2012 às 9:23 
Okay, that makes sense. IIRC, Unity Pro also has support for a number of other lighting, shadow, shader, and post-processing effects, right? I'm sure there are lots of other goodies in there that could help improve the look of the game, but I can understand that being a low priority for now.

As for texture seams/gaps, obviously I know nothing about how you've implemented texturing or color swapping, but are you sure the issue is specific to textures and not related to drivers or features like AA, AF, or MIP mapping? I've seen this in other games caused by driver issues, especially with high levels of AF combined with certain lighting techniques.

Also, what about decals? E.g., applying individual, non-continuous/non-tiling textures, possibly with alpha blending to integrate better with changing background colors.

Chances are I have no idea what I'm talking about and you just have some fun quirks that can't be worked around, I'm just asking out of curiosity. :)