AnduoGames - Reporting for lewduty! This week, Zoey tries on new outfits!
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Here's what we're working on!
LenChi:
In the last report, we showed the new CG that LenChi was working on. This is the lineart:
Now lineart + base colors:
Some shading:
(Really want to give some focus on how thiccc she is):
CG is almost done. She had the idea of making Zoey's belt in Blender, so whenever it shows up in CGs, it's easier to add it:
She then had an idea and asked Bear what he thought. Bear freaked out (in a good way) a little, so we decided to move on with it:
These are the finished results:
She also prepared some designs for new outfits. She wanted to focus on more of a casual and cool look rather than a super sexy one, since they are meant to offer more clothing options during the early game:
Bear asked to make them more neon-ized, so that's what she did:
Aaaand new CG incoming:
And the updated CG:
Less:
Less worked on some new concept art: the security fit for Euphora, the upper red-light district. He settled on 4 designs that he really likes and made sure to keep a note of the drone design, since it looks grim and dystopian:
These are the 4 designs he liked the most:
Bear LOVED the first 3 designs and started fangirling about them.
He also started working on a shadow creature:
He's currently working on a splash scene of what it might look like as an in-game sex scene, opening up a possibility for monster sex.
JustNox:
Nox showed us a quick screenshot of the wall assets WIP:
Here's a preview of the fan animations:
Aaaand a preview of the packs:
And the finished pack:
Desva:
Desva is still working on the tunnels. He started implementing the assets Nox made:
Here is a zoom to show the details:
Then he added the walkable background elements, did some minor adjustments, and fixed a bunch of colliders:
And an update on the exploded wall:
I think it was just my imagination...
This is what the explosion looks like:
Now, the only thing needed is to make the explosion fit the game's style:
There's a bit of polishing to do, but we'll do that later. For now, there's more new stuff in the works. For example, these new crates:
He had part of the lighting redone and added the pin-ups from old F04 and D13:
Added new formal clothing:
Added jogging clothing:
Worn out clothing:
Then he made the downstairs area have a slight parallax movement to separate the upper area from the lower area (please ignore the layering):
And new prefabs, one of them being the floor fan Nox made:
Now everything moves! (The fan and the conveyor belt):
Then he added more details on the ground beside the conveyor and around the fan:
New rubble prefabs:
Background and parallax are done, with the exception of some assets that are missing (crates/forklift):
And now the ad is visible from the control room:
It is a bit hard to see, but it's behind the green screen on the right-hand side of the window. That's why LenChi asked for it to be removed:
And background elements are done:
Bigger screenshot:
Lighting update:
Updated pathfinding and collider in M31:
And decal time:
Before:
After:
Then he softened the indicator light to reduce the harshness caused by downscaling. Here's the before:
Here's the after:
He added new hairstyles:
Body accessories:
And more decals:
He also fixed the tunnel door:
He did some visual touch-ups to the groper room, but kept it mostly the same:
He also fixed the groper outfit cutscene and logic to work with the new level:
Aine Lovia:
Aine is almost done with the swimsuit:
LenChi asked her to fix the sandal straps, since they are supposed to be the same:
Aine thought they were meant to be like that, since that's how it was in the design.
LenChi also gave some more feedback regarding fabric shading:
Try to avoid very thin areas, as they are hard to make out and add noise to the overall image. If there's a black part to the sleeve, make it chunky and visible;
Whenever applicable, accentuate seams a bit more to get the TCNN style;
Keep the shading a bit harder overall to get the TCNN style;
Even small details like the strings need a bit of volume via shading.
She applied all the feedback, and this is what it looks like, almost done:
And the chibi, which is still a WIP:
And here's the finished version:
Zanzo:
Zanzo worked a bit more on the "open in inventory" function when picking up a new item, so it now works fully, scrolling the category and the item itself into view.
He was able to work on a lot of things:
Polish and placement for the perversion gauge, money display (not functional yet), and notification types (still have to add pin-ups to the notification queue);
Quickly polished the load game screen and fixed minor display bugs;
Mostly finished and polished the base functionality of the ItemPopup. He still needs to create a shiny effect and build the logic for it (only certain kinds of items, only the first time found);
Small layout fix to the tab menu;
Started to work on "TabMenuRemoteControl", a class with a bunch of functions to jump to any category, subcategory, item/journal/quest/pinup, etc. in the tab menu. Mostly for using it with the itemPopup screen (that part fully works now), but also to attach to quest updates or "journal found," for example. He's not completely happy that when the menu opens, you see the buttons and content transition, so there may be another deep dive later, but for now it's all about functionality.
He also worked on the icon that shows how much perversion you need to use new found items.
After consulting with LenChi, we updated the display style to show the perversion level the way the upgrade menu does.
(the P3 beside the fBs)
After some back-and-forth, the optimal positioning was found:
He then worked on an exit animation that matched the IN animation, for which multiple options were tested. For reference, this is the IN animation:
Now, the possible exit animations:
Second one:
Last one:
LenChi preferred the first option.
I fixed more small layout stuff like the button to toggle the big zoey portrait which was only visible around an aspect ratio of 16:9, polished a couple things like some notification animations and positioning and then further worked on ItemPopup and GiveItem(s) FSMs (functions to give items during dialogue and events). Perversion Level requirement is now in and everything has neat animations and timings and is no longer glitching like it did the whole day for me. While looking for the problem I iterated a bit on the inner workings of the item popup and its queue system to make it a bit simpler, sturdier and less hacky codewise.
Then he updated the inventory to also show perversion levels instead of raw perversion numbers, since those are no longer used.
This will also be updated to use the perversion level icon after the higher-priority items are done.
I noticed my change to the perversion requirement display in the inventory didn't cover everything, so I pushed it further to make sure it works as intended. However, I'm still not sure I got everything, and for the bunny suit, for example, it required 3 perversion points, but now that it's converted into a perversion level, it technically only needs 1 perversion. Don't want to open a whole can of worms, so I can revert all this if necessary.
LenChi asked Zanzo to put the Perversion Icon, followed by the required Level Number, into the dialogue box instead.
This too will be done later:
They also considered adding an input option to close the item menu, but ultimately scrapped it.
However, they finalized the "view in inventory" message for this screen. This led to this final result:
Further work on the notification system - it became apparent that the latest change to unify and clean up the positioning and design of the standard notification introduced a problem with longer notifications spanning multiple lines - he expanded the so far rarely used Skewed Image Component, which now can:
use sliced and tiled images correctly, so that the notification can cleanly scale and expand;
switch between relative skewing and absolute skewing by angle; the latter makes it possible to have flexible elements that keep the same slant regardless of the object‘s dimensions;
use any point as origin for the skewing. That means the point that is set always stays exactly where it is, and all other points/corners skew in relation to that point. In the video, for example, it's set up so the bottom edge is locked horizontally, so only everything above it moves when you change the skew angle.
He also added a little script to attach elements to any edge or corner of a slanted image so they will keep the same relative position regardless of scaling, skewing, etc.
The autosave icon was moved, since the notification was covering it:
The pin-up unlock notification also got a pass, optimizing how the preview is displayed within the panel and, most of all, adding the whole thing to the same queue system as the general notification, so that those do not interfere with each other, but each waits its turn whenever triggered at the same time.
Rokean:
Rokean implemented the cum, so now the cutscene makes sense:
He also kitbashed Cypher's clothes assets:
Juno:
Juno worked a bit on the rubble from the wall we need to explode it to gain access to the tunnels. He said that it doesn't make too much sense that C4 would heat up the steel beams ot the point of melting, but I mean, it looks hella cool:
Then Nox suggested making it fade a bit after the explosion, which everyone liked.
Then he showed us his progress, and he still feels like there needs to be more rubble in front of it to make it more believable:
And started cutting things up:
C4 planted, which has a super normal shape:
Now the finished assets:
More assets he's working on:
New boxes of rock and steel bits for the rubble pack:
Desva mentioned a small issue with decals:
Which Juno fixed very quickly:
This is what it looks like in-game:
Annnnd the conveyor entrances and ventilation shaft hole:
Bearcore:
Bear is working on the boobflash cutscene. This is what he has:
Then he added some dialogue during the flashing itself:
Somehow, Bear was able to make the cum show with only one boob out, so he fixed it. Now both boobs show during the cutscene:
Then he wanted to do something fun, so he decided to write another scene with Trov:
Then he assembled Lio's drone:
And added an idle animation:
He decided to write another step to Trov's scene:
Then Bear had an idea for a new scene: Not Incest. The tldr is:
Ashley and Anne look quite similar;
Ashley has the idea to make content of them pretending to be sisters to get noticed online;
Zoey confirms that it should be fine and helps Ashley push Anne to do it;
Ashley wants to write "little sister" and "big sister" on their bodies, but doesn't have a marker;
Sends Zoey to find one.
Vils:
Vils is working on a new side quest with Leona. The quest is called Bye Bye Felicia. In this quest, Leona loses Felicia, so we have to help her find Felicia in different spots in the city. This is the intro to it:
There are more things, but this would be too much of a spoiler, so here's the epilogue with Lio cleaning his room:
Before:
After:
Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! ︎
Regarding the next update's release date, we don't have one yet. We'll post announcements on Steam, Discord, Twitter, and here as well once we know. We are working hard to have it ready soon, and appreciate your patience.
Here's what we're working on!
LenChi:
In the last report, we showed the new CG that LenChi was working on. This is the lineart:
Now lineart + base colors:
Some shading:
(Really want to give some focus on how thiccc she is):
CG is almost done. She had the idea of making Zoey's belt in Blender, so whenever it shows up in CGs, it's easier to add it:
She then had an idea and asked Bear what he thought. Bear freaked out (in a good way) a little, so we decided to move on with it:
These are the finished results:
She also prepared some designs for new outfits. She wanted to focus on more of a casual and cool look rather than a super sexy one, since they are meant to offer more clothing options during the early game:
Bear asked to make them more neon-ized, so that's what she did:
Aaaand new CG incoming:
And the updated CG:
Less:
Less worked on some new concept art: the security fit for Euphora, the upper red-light district. He settled on 4 designs that he really likes and made sure to keep a note of the drone design, since it looks grim and dystopian:
These are the 4 designs he liked the most:
Bear LOVED the first 3 designs and started fangirling about them.
He also started working on a shadow creature:
He's currently working on a splash scene of what it might look like as an in-game sex scene, opening up a possibility for monster sex.
JustNox:
Nox showed us a quick screenshot of the wall assets WIP:
Here's a preview of the fan animations:
Aaaand a preview of the packs:
And the finished pack:
Desva:
Desva is still working on the tunnels. He started implementing the assets Nox made:
Here is a zoom to show the details:
Then he added the walkable background elements, did some minor adjustments, and fixed a bunch of colliders:
And an update on the exploded wall:
I think it was just my imagination...
This is what the explosion looks like:
Now, the only thing needed is to make the explosion fit the game's style:
There's a bit of polishing to do, but we'll do that later. For now, there's more new stuff in the works. For example, these new crates:
He had part of the lighting redone and added the pin-ups from old F04 and D13:
Added new formal clothing:
Added jogging clothing:
Worn out clothing:
Then he made the downstairs area have a slight parallax movement to separate the upper area from the lower area (please ignore the layering):
And new prefabs, one of them being the floor fan Nox made:
Now everything moves! (The fan and the conveyor belt):
Then he added more details on the ground beside the conveyor and around the fan:
New rubble prefabs:
Background and parallax are done, with the exception of some assets that are missing (crates/forklift):
And now the ad is visible from the control room:
It is a bit hard to see, but it's behind the green screen on the right-hand side of the window. That's why LenChi asked for it to be removed:
And background elements are done:
Bigger screenshot:
Lighting update:
Updated pathfinding and collider in M31:
And decal time:
Before:
After:
Then he softened the indicator light to reduce the harshness caused by downscaling. Here's the before:
Here's the after:
He added new hairstyles:
Body accessories:
And more decals:
He also fixed the tunnel door:
He did some visual touch-ups to the groper room, but kept it mostly the same:
He also fixed the groper outfit cutscene and logic to work with the new level:
Aine Lovia:
Aine is almost done with the swimsuit:
LenChi asked her to fix the sandal straps, since they are supposed to be the same:
Aine thought they were meant to be like that, since that's how it was in the design.
LenChi also gave some more feedback regarding fabric shading:
Try to avoid very thin areas, as they are hard to make out and add noise to the overall image. If there's a black part to the sleeve, make it chunky and visible;
Whenever applicable, accentuate seams a bit more to get the TCNN style;
Keep the shading a bit harder overall to get the TCNN style;
Even small details like the strings need a bit of volume via shading.
She applied all the feedback, and this is what it looks like, almost done:
And the chibi, which is still a WIP:
And here's the finished version:
Zanzo:
Zanzo worked a bit more on the "open in inventory" function when picking up a new item, so it now works fully, scrolling the category and the item itself into view.
He was able to work on a lot of things:
Polish and placement for the perversion gauge, money display (not functional yet), and notification types (still have to add pin-ups to the notification queue);
Quickly polished the load game screen and fixed minor display bugs;
Mostly finished and polished the base functionality of the ItemPopup. He still needs to create a shiny effect and build the logic for it (only certain kinds of items, only the first time found);
Small layout fix to the tab menu;
Started to work on "TabMenuRemoteControl", a class with a bunch of functions to jump to any category, subcategory, item/journal/quest/pinup, etc. in the tab menu. Mostly for using it with the itemPopup screen (that part fully works now), but also to attach to quest updates or "journal found," for example. He's not completely happy that when the menu opens, you see the buttons and content transition, so there may be another deep dive later, but for now it's all about functionality.
He also worked on the icon that shows how much perversion you need to use new found items.
After consulting with LenChi, we updated the display style to show the perversion level the way the upgrade menu does.
(the P3 beside the fBs)
After some back-and-forth, the optimal positioning was found:
He then worked on an exit animation that matched the IN animation, for which multiple options were tested. For reference, this is the IN animation:
Now, the possible exit animations:
Second one:
Last one:
LenChi preferred the first option.
I fixed more small layout stuff like the button to toggle the big zoey portrait which was only visible around an aspect ratio of 16:9, polished a couple things like some notification animations and positioning and then further worked on ItemPopup and GiveItem(s) FSMs (functions to give items during dialogue and events). Perversion Level requirement is now in and everything has neat animations and timings and is no longer glitching like it did the whole day for me. While looking for the problem I iterated a bit on the inner workings of the item popup and its queue system to make it a bit simpler, sturdier and less hacky codewise.
Then he updated the inventory to also show perversion levels instead of raw perversion numbers, since those are no longer used.
This will also be updated to use the perversion level icon after the higher-priority items are done.
I noticed my change to the perversion requirement display in the inventory didn't cover everything, so I pushed it further to make sure it works as intended. However, I'm still not sure I got everything, and for the bunny suit, for example, it required 3 perversion points, but now that it's converted into a perversion level, it technically only needs 1 perversion. Don't want to open a whole can of worms, so I can revert all this if necessary.
LenChi asked Zanzo to put the Perversion Icon, followed by the required Level Number, into the dialogue box instead.
This too will be done later:
They also considered adding an input option to close the item menu, but ultimately scrapped it.
However, they finalized the "view in inventory" message for this screen. This led to this final result:
Further work on the notification system - it became apparent that the latest change to unify and clean up the positioning and design of the standard notification introduced a problem with longer notifications spanning multiple lines - he expanded the so far rarely used Skewed Image Component, which now can:
use sliced and tiled images correctly, so that the notification can cleanly scale and expand;
switch between relative skewing and absolute skewing by angle; the latter makes it possible to have flexible elements that keep the same slant regardless of the object‘s dimensions;
use any point as origin for the skewing. That means the point that is set always stays exactly where it is, and all other points/corners skew in relation to that point. In the video, for example, it's set up so the bottom edge is locked horizontally, so only everything above it moves when you change the skew angle.
He also added a little script to attach elements to any edge or corner of a slanted image so they will keep the same relative position regardless of scaling, skewing, etc.
The autosave icon was moved, since the notification was covering it:
The pin-up unlock notification also got a pass, optimizing how the preview is displayed within the panel and, most of all, adding the whole thing to the same queue system as the general notification, so that those do not interfere with each other, but each waits its turn whenever triggered at the same time.
Rokean:
Rokean implemented the cum, so now the cutscene makes sense:
He also kitbashed Cypher's clothes assets:
Juno:
Juno worked a bit on the rubble from the wall we need to explode it to gain access to the tunnels. He said that it doesn't make too much sense that C4 would heat up the steel beams ot the point of melting, but I mean, it looks hella cool:
Then Nox suggested making it fade a bit after the explosion, which everyone liked.
Then he showed us his progress, and he still feels like there needs to be more rubble in front of it to make it more believable:
And started cutting things up:
C4 planted, which has a super normal shape:
Now the finished assets:
More assets he's working on:
New boxes of rock and steel bits for the rubble pack:
Desva mentioned a small issue with decals:
Which Juno fixed very quickly:
This is what it looks like in-game:
Annnnd the conveyor entrances and ventilation shaft hole:
Bearcore:
Bear is working on the boobflash cutscene. This is what he has:
Then he added some dialogue during the flashing itself:
Somehow, Bear was able to make the cum show with only one boob out, so he fixed it. Now both boobs show during the cutscene:
Then he wanted to do something fun, so he decided to write another scene with Trov:
Then he assembled Lio's drone:
And added an idle animation:
He decided to write another step to Trov's scene:
Then Bear had an idea for a new scene: Not Incest. The tldr is:
Ashley and Anne look quite similar;
Ashley has the idea to make content of them pretending to be sisters to get noticed online;
Zoey confirms that it should be fine and helps Ashley push Anne to do it;
Ashley wants to write "little sister" and "big sister" on their bodies, but doesn't have a marker;
Sends Zoey to find one.
Vils:
Vils is working on a new side quest with Leona. The quest is called Bye Bye Felicia. In this quest, Leona loses Felicia, so we have to help her find Felicia in different spots in the city. This is the intro to it:
There are more things, but this would be too much of a spoiler, so here's the epilogue with Lio cleaning his room:
Before:
After:
Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! ︎
Regarding the next update's release date, we don't have one yet. We'll post announcements on Steam, Discord, Twitter, and here as well once we know. We are working hard to have it ready soon, and appreciate your patience.
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