Neon Valley: Revenge

Daydream Productions

Released
Feb 28, 2018
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Update 4.0 - Colosseum map features

    Another worldbuilding update! But I couldn’t just write text… I want as much of my lore as possible to be tied to gameplay. Something that grounds all the (boring for some people) text in actions too. So, this update introduces terminals. Each of the colosseum maps has terminals

  2. Developer post

    Neon Valley Update 3.9 - Animations, Helmets, Shaders

    Update 3.9 is an update focused on the player character, such as tweaking animations, movement controls and more. A few small touches in order to make the character look and feel nicer until I rework the model entirely, in the future. Holding that off for later though, as I want

  3. Developer post

    Neon Valley Update 3.8

    Gameplay Virus mode rework The last of the modes to be reworked. The virus mode is redesigned with increased challenges and score assists in order to motivate objective cooperation. Changes are as follows: - Falling debris is spread better out across the maps. - For each time a v

  4. Developer post

    3.7 Fixes, Water for maps and more!

    You can call this a hotfix for patch 3.7 however there are more, such as: changes for maps, tweaks to gameplay, modes and more. Not counting this as a major update as the changes and additions are relatively small in importance. 3.8 will be focused on fixing the last of the curre

  5. Developer post

    Update 3.7

    Modes Update 3.7 continues with revamping the game modes. Main focus was increasing the platforming options in lava mode to make up for the rising lava firewall consuming lower platforms. Giving the gladiators platforming options when there are none, right in their control. By sh

  6. Developer post

    Update 0.3.6 - Hotfixes and animations

    Main focus of this update was fixing a lot of bugs found by players in 0.3.5. So let me start off with some of the new features in 3.6 and then list off the changes. Unarmed state The player was always stuck in firing stance, which for a shooter isn't a big deal. However, moving

  7. Developer post

    Update 0.3.5 Gameplay Update Part 3

    One last thing, forgot to mention changes to UI and relay cam... Relay Cam As 3rd and first person exists in this game, I've polished the relay cam and the cam state switches. It should have a smoother transition now to avoid disorienting the player. Player Changed the third pers

  8. Developer post

    Update 0.3.5 Gameplay Update Part 2

    As mentioned in previous updates, there are more things to come! The following is more of the features worked on in my social media hiatus. However, beyond this, I am working on upgrading the project to unity 2019. This does require more work than usual as a lot of Unity has been

  9. Developer post

    Update 0.3.5 Gameplay Update Part 1

    Phase one: Gameplay (Doing a marvel aw yee) After my long radio silence, I am back! I've spent the last year not on social media to focus on game development. Last years release and the following months of updates, reflecting on my design and state of the game with players. It wa

  10. Developer post

    Neon Valley 0.3.1

    Enemy update! The "Attack drones" "Fireball" and "Hunter" enemies were revamped. So their movement patterns are less predictable. The speed adjusted so its more challenging to track them. Also made the flight path non linear. Aside from the drones, the other enemies now fly in pa

  11. Developer post

    Neon Valley 0.3.05

    This patch is a bunch of fixes and optimizations. Particle systems: I found a problem with a couple many of my particle systems that was drinking cpu. I had them set to world simulation while they were moving so it had to keep track of thousands of particles and update their posi

  12. Developer post

    Neon Valley 0.3.0

    New modes! Well an upgrade to the old ones. This update changes all of the game modes to have single player elements. So that it still has some challenge for users in their solo instances. Deathmatch: Drones begin invasion, they come in numbers and program to hunt you down. There

  13. Developer post

    Neon Valley 0.2.9.Runningoutofnumbers

    Character customization! Made the first set of character customization items, they can be accessed from "Grind me gears" with the lvl 2+ multipass. Other than that I have been quite busy this week with quality of life changes. Other fixes and changes: - I have made my own network

  14. Developer post

    Neon Valley 0.2.98

    Multipass! You will now recieve a multipass with a specific clearance level as rewards for completing the game modes or winning multiple rounds in the arena. These passes give access to weapons testing, character customization, the planetarium and more! This update brings with it

  15. Developer post

    Neon Valley 0.2.96

    Target practice! I've added the targets for the practice range. Still need to add some kind of recognition for taking out all the targets in time. Will add this for the next update. You can get to the practice range in the mainframe via the boost tunnel or the teleport platform!

  16. Developer post

    Neon Valley 0.2.95

    Settings and stuff! Well not completely, still setting up the settings but at least the first pass for optimization is now in! You can change the graphics quality in-game and in the title screen menu. This graphics quality reduces the post-processing mainly but also other tweaks.

  17. Developer post

    Neon Valley 0.2.9

    Single player game modes! Currently they are only accessible through The Mainframe. This is due to the focus on releasing the demo version, so I have put my focus on finishing these game modes in the demo scene. However, I will be adding these to the main game maps too so anybody

  18. Developer post

    Neon Valley 0.2.85

    Some gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and ani

  19. Developer post

    Neon Valley 0.2.85

    Some gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and ani

  20. Developer post

    Neon Valley 0.2.8

    Melee! I've added F to melee, does a small ammount of damage and push. Works well in combination with weapons and gadgets for fast finishers. The hitbox I think is a bit too big atm but that needs to be tested for sure. Secondly I've added the first iteration/test of the sword! I