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neko.works

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neko.works posts

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neko.works post DevLog #35: March Status Update from patreon

DevLog #35: March Status Update

Hello!Light Fairytale is now playable in French since EA patch #6!This is the main new feature, but I've also improved a few things. Full changelog here.Unfortunately this update required much more time than planned - around 6 weeks. So my plans have slightly changed.Though I now have a fixed release date for the full version (out from EA) of Light Fairytale Episode 1 on Steam: 27 May 2019!This update was also the occasion to implement this Patreon campaign's new Special Thanks tier reward for the first time: the supporters screen! Here...

neko.works post DevLog #34: February Status Update from patreon

DevLog #34: February Status Update

Hello!As planned, I've published a new update for Light Fairytale (EA patch #5) early this past month, with an improved field menu, a new orb combination - Lightning2, and more! Here's a few shots:And I'm currently working on the next update, which will bring French support! Here's a shot:I'm also working on a huge update, which will add an alternate play-through with Kuroko as the lead! Featuring many alternative events and a few exclusives too! Here's a few shots:The Steam Early Access is currently a bit past 3 months....

neko.works post DevLog #33: January Status Update from patreon

DevLog #33: January Status Update

Hello!Early this past month, I've contacted Nintendo to join the Switch indie devs program, and I was accepted within 24 hours!Now, the next step is to purchase the dev-kit and experiment with it a bit - I won't officially say that I support the Switch until I do that - probably after the end of the Steam Early Access campaign of Light Fairytale Episode 1.Speaking of which, I've released a new update (EA patch #4) for Light Fairytale, that includes a few more events and a new mini-game: Night Riders! Here's a few shots:And I&#39...

neko.works post DevLog #32: December Status Update from patreon

DevLog #32: December Status Update

Hello!Not much to write about this past month. I've completed Mac support on the first week of the month, so Light Fairytale is now playable on Windows, Mac and Linux, as promised!But most of the work this month has been on adding Japanese support. It was costly on both budget - I had to commission the translation to an outsourcing studio, and time - I've implemented the translation to the game in around 2-3 weeks.I've then restarted working on improving the game. I plan to add more content - a few events and a minigame - on the nex...

neko.works post DevLog #31: November Status Update from patreon

DevLog #31: November Status Update

Hello!As promised on the previous devlog, Light Fairytale Episode 1 is available on Steam Early Access since the 12th November - only 2 years after the failed KickStarter!Here's the store page:http://store.steampowered.com/app/539330A bundle including the game and its 2 DLCs is available to purchase at a fixed discount of 20%.I've also updated the game 2 times since the release fixing / improving things, and adding features such as Linux support.I've recently added an experimental Mac support which still needs testing, so if you hav...

neko.works post DevLog #30: October Status Update from patreon

DevLog #30: October Status Update

Hello!This past month, I've been working on the battle system a bit more implementing new features such as the "Fury" - which is similar to FF7's limit break, and also adding new enemies, implementing the equipments and orbs customization menu, and shops.Here's a few screenshots:Then I've started implementing Steam's features such as cloud saves, achievements, stats and leaderboards. I'm still working on this currently, polishing the game while I'm at it.I'm basically on the last 5% of development, and sh...

neko.works post DevLog #29: September Status Update from patreon

DevLog #29: September Status Update

Hello!Early this month I've received the new main promotional artwork for Light Fairytale, it is included in high-res as the banner of this post.We've discussed about it in a previous poll, so please leave your thoughts about this final version!I've also released the full theme-song Anime on my YouTube channel. The song is called "Someday to the Blue Sky", I hope you'll like it!Here's the link: http://www.youtube.com/watch?v=scd1yr_Z4swLight Fairytale is currently fully playable from start to finish in term of explor...

neko.works post DevLog #28: August Status Update from patreon

DevLog #28: August Status Update

Hello!Super Night Riders launched on the PlayStation 4 this month and I just got the sales data for the first 2 weeks. Unfortunately they were not as good as expected. Might be due to the poor timing - the summer sale was going on, or is it what to expect from an indie game - without any marketing budget / press coverage - on PS4 in 2018?Anyway, here's the store page. Please check it out if you have a PS4!store.playstation.com/#!/cid=EP0910-CUSA13001_00-SUPERNIGHTRIDERSLight Fairytale's development is close to completion! I've compl...

neko.works post DevLog #27: July Status Update from patreon

DevLog #27: July Status Update

Hello!The port of Super Night Riders for the PlayStation 4 has been completed and validated by Sony!The game is coming to the PS4 on the 14 August, in both Europe and the US!The development of Light Fairytale is progressing very fast. I've completed the implementation of all the backgrounds and main events. Here's a few screenshots.I've also worked on a new boss battle and a finite runner mini-game! Here's a few GIFs.I've commissioned a new illustration that will be used as the main artwork for the game. This is just a draft...

[Patrons Survey #3] Light Fairytale on Steam Early Access?

How do you guys feel about Steam Early Access (EA) ?I'm currently considering EA for Light Fairytale with a release this September. The game will be fully playable - just lacking a few minor things such as New Game + (including playing as Kuroko) and a few optional NPCs, events, mini-games, graphic details and features. Nothing major but implementing these will require a few more months - the full release will be around December / January.EA will also involve the community in the design and testing of the game. Getting early feedback for tw...

neko.works post DevLog #26: June Status Update from patreon

DevLog #26: June Status Update

Hello!Early this past month, I worked on the PS4 port of Super Night Riders. The core of the game was fully working in only a few days, but implementing the platform's specific features took a bit more time.Around 2 weeks of work overall. I'm currently waiting for Sony to check the master.Light Fairytale now has a new logo! This one is a commissioned work done by an actual artist, so it is much better - the previous one was done by me.neko.works now have a developer landing page on Steam! Please check it out, and hit "Follow" to...

[Patrons Survey #2] Favorite main artwork?

I've been working on the cover artwork of Light Fairytale and need advice!Which one of these two designs would you prefer as the main artwork for Light Fairytale?

neko.works post DevLog #25: May Status Update from patreon

DevLog #25: May Status Update

Hello!I've spent most of this month working on improving the first city in Light Fairytale. Here's a few screenshots.And here's a quick video showcasing these changes in motion.https://www.patreon.com/file?h=19131615&i=2236956I'm a huge fan of hand-held gaming PCs, and just received the best device ever made in this category: The GPD Win2.It's a really small (6") full featured Windows 10 PC with premium parts and impressive performance (for this size).Good news: Both Super Night Riders and Light Fairytale look and feel g...

neko.works post DevLog #24: April Status Update from patreon

DevLog #24: April Status Update

Hello!Early this past month, I've worked a bit more on the sewers level in Light Fairytale, and released a gameplay video on YouTube as planned:http://www.youtube.com/watch?v=-4thKXHBa7MI've then resumed the work on the warehouse interior - the main dungeon in episode 1 - implementing new features, and working on the battles. Here's a few screenshots:I've then worked on 2 side projects. Updated Live Wallpaper Maker on Android with the addition of 2 dynamic themes from Light Fairytale! The app is now free and without ads, so plea...

neko.works post DevLog #23: March Status Update from patreon

DevLog #23: March Status Update

Hello!Early this month, I've worked on 2 sets of events from the main story of Light Fairytale, including around 20 minutes of field gameplay, battles and cutscenes. I don't want to show too much from these as they contain spoilers, but here's 2 screenshots:I've then resumed the work on the battle system. Implementing a few new things such as using the augmented reality goggles during a battle, which will display character and enemy stats, and additional data that will build up as you fight thanks to its deep learning feature. I...

[Patrons Survey] Favorite gaming platform?

On which platform would you want to play current and upcoming neko.works games?Please choose only one option bellow. Thanks for your participation!

neko.works post DevLog #22: February Status Update from patreon

DevLog #22: February Status Update

Hello!This past month, I've worked mostly on a free update for Super Night Riders. One of the cool new features is the (very) short Anime which appears when completing all of the achievements. The update is live on PCs, and coming soon on Xbox One - as I'm currently working with the PEGI rating board for having the game released in Europe!Not much progress on Light Fairytale this month unfortunately. I've been working on filling the holes in the locations that I've made so far - adding new NPCs, dialogues, events, improving the ...

neko.works post DevLog #21: January Status Update from patreon

DevLog #21: January Status Update

Hello!I've started the month by working a few days on a new side project called Font Based Character Recognizer - A Windows utility that detects visually any Japanese text in a game, so it can be used as a reading helper when playing Japanese games.This software is still early in the development and lacks proper documentation, but it does work and is free! More information on the official website:http://neko.works/FBCRI've then resumed the work on Light Fairytale and published a new video on the Low Area that I've teased in the prev...

neko.works post DevLog #20: December Status Update from patreon

DevLog #20: December Status Update

Hello!Early this past month, I've published an Android app called Live Wallpaper Maker. It comes with 5 sample dynamic themes from pixel artists, but you can make them yourself, or download more from the official XDA community thread - that currently have 10 more themes from various games.It's free, so please give it a try if you have an Android device!Google Play: http://play.google.com/store/apps/details?id=works.neko.livewallpaperworkshopXDA Thread: http://forum.xda-developers.com/showthread.php?p=38737984Official Website: http://nek...

neko.works post DevLog #19: November Status Update from patreon

DevLog #19: November Status Update

Hello!This past month, I've been working on a few more locations in Light Fairytale. Here's some work-in-progress screenshots.I've also started implementing the first mini-game!Bonus, here's one more line-art animation from the theme-song Anime.And that's it for this month! As always, please like and comment bellow.Thank you so much for the support. See you next time!

neko.works post DevLog #18: October Status Update from patreon

DevLog #18: October Status Update

Hello!Early this past month, I worked on improving the user interface in Light Fairytale. Here's a few screenshots:I've also started working on a new location - the warehouse, which will be the main dungeon in episode 1. Here's a few early work-in-progress screenshots:We are still working hard on the Anime theme-song. Currently in the process of completing the first 3rd of the animation. Here's a line art animation of one cut:And that's it for today! As always, please like and comment bellow.Thank you for your continuous sup...

neko.works post DevLog #17: September Status Update from patreon

DevLog #17: September Status Update

Hello!I've spent the first half of this past month working on a new free update for Super Night Riders. This update is now live on Steam, and coming next month on Xbox One including the support for the soon to be released Xbox One X, on which the game will run at native 4K / 60 FPS!Light Fairytale's KickStarter and playable demo were released around one year ago. Here's comparison screenshots between the current build and that demo, showcasing the evolution of the game since one year.Current Build (09/2017)Prototype Demo (09/2016)We...

neko.works post DevLog #16: August Status Update from patreon

DevLog #16: August Status Update

Hello!I've been working on a few more environments and events in Light Fairytale this past month too. Here's some screenshots:Good news: The production of the Anime has started! Here's the character sheet for Kuroko:And here's the storyboard for one of the scenes:I'm planning to work on the events next month too. It is taking a bit more time than expected but it's getting there!And that's it for today! As always, please like and comment bellow!Thank you so much for your patience and support. See you next time!

neko.works post DevLog #15: July 2017 from patreon

DevLog #15: July 2017

Hello!This past month, I've been working on a few more NPCs and events.One of these new events happen in the fortune teller's shop. Here's a video of the first half of this event:http://www.youtube.com/watch?v=9RStcZchfVIGood news: The recording of the theme song is complete! Here's a (very) short teaser:https://www.patreon.com/file?h=13500226&i=1248150In the next 2 months, I'll be working on a few more interiors, and many more NPC interactions and events. Hopefully completing around 70% of the story events. The remaining 30...

neko.works post DevLog #14: June 2017 from patreon

DevLog #14: June 2017

Hello!This month, I've been improving the look of the first city, and I've also started working on the second.Here's a few work-in-progress screenshots:Making the environments is definitively the most time consuming part of this project. My current priority is to implement all the locations and events in episode 1, which will require a few more months of work.I'll then restart working on the various game mechanics - including the battle system, improving and adding new features. This will be the last part of the development, yet...

neko.works post DevLog #13: May 2017 from patreon

DevLog #13: May 2017

Hello!I've been working on the initial underground area in Light Fairytale this past month too. Implementing new NPCs and events is taking a bit more time than expected. Though writing the dialogues and animating the characters is a lot of fun!Here's some of the main characters and NPCs you'll encounter in this first part of the game:And here's a few work-in-progress screenshots:Now, let's talk a bit about the current release plan!Light Fairytale has been planned as an episodic game from the start, as it is way too ambitious...

neko.works post DevLog #12: April 2017 from patreon

DevLog #12: April 2017

Hello!I've been working only on Light Fairytale this month again. The initial underground area is almost complete!The current playable build now goes beyond the prototype demo, though still lacking a few NPCs and events in the city.Here's a few work-in-progress screenshots:I've also been working on the code of the game. One cool new feature is that the speed of the battle increases when the time bars are filling. You can see a little fast forward icon on the top left part of the screen when this happen.Here's a battle video: htt...

neko.works post DevLog #11: March 2017 from patreon

DevLog #11: March 2017

Hello!This month, I've been working exclusively on Light Fairytale. More specifically, on the warehouse area in Lower City. Here's a few work-in-progress screenshots:I've already reimplemented most of the events from the playable demo in this new version of the environments. If you haven't tried the demo, it is still available on GameJolt, and I think it is worth checking as an alternative vision of the first events - the final game will be very different.Next month, I'm planning to complete the residential area in Lower Cit...

neko.works post DevLog #10: February 2017 from patreon

DevLog #10: February 2017

Hello!This month, I've restarted working on Light Fairytale. More specifically, on the first game-play area: Lower City.Here's a work-in-progress video from this location:https://www.patreon.com/file?h=8254025&i=867740And here's a few more screen-shots, also work-in-progress:And that's it for today!As always, please like and comment bellow!Again, thank you so much for the support. See you next time!

neko.works post DevLog #9: January 2017 from patreon

DevLog #9: January 2017

Hello!I've been working exclusively on the first anniversary update for Super Night Riders this past month. This free update is ready and will be released this week-end on Steam, and a bit later in February on Xbox One.The major new feature is the two visual styles you can choose from: Super and Classic. Here's how the same stage looks like on both styles:The update comes with many more improvements, including a new music track: "Road to Retro". Bonus, here's a preview of the included retro inspired Instruction Manual!Not mu...

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