NEON FLASH(IN PROGRESS)
ROLE
Solo-dev
BRIEF DESCRIPTION
“I was able to live as my own person, if only in passing.”
Neon Flash is a 3D action sci-fi rpg game set in the megalopolis of Night City, where you play as a feminine cyborg AZ who was raised up by a syndicate corporation "Rinne" and trained for the sole purpose -- carried out assassinations under their program.
The game begins with AZ executing a murder mission while she accidentally found the organization fixer who assigned her the mission betrayed her and intended to kill AZ and her mission target Mori simultaneously. AZ was wrapped up in a do-or-die fight between her and Rinne. She decided to protect Mori while finding and consuming those related to the conspiracy in order to uncover the truth...
LINK
GENRE
Sci-fi ARPG, Souls-like, Cyberpunk-artstyle
PLATFORM
PC
DEVELOPMENT TEAM SIZE
1
DEVELOPMENT DURATION
August 2022 - Present
DEVELOPMENT TOOLS
1. Unreal Engine 5 → game development engine
2. Photoshop → creating concept art & 2D UI assets
3. Maya → adjusting 3d models
4. Adobe Premiere → designed opening movies and post-processing UI effects
5. C++ → 3Cs, melee combat system, enemy AI behavior
6. Blueprint → UI, materials, lighting, Niagara, performance optimization for environments
DONE LIST
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Setup Project (GDD, Github, Plug-ins)
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Setup 3Cs (Character, Controls, Camera)
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Implemented Character Model
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Made player walking trails
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Implemented dual-sword anim sets
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Retargeting animation
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Setup Root Motion Animations
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Created Locomotion Blending (walking, running, rotating)
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Built Locomotion System
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Built sprinting system
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Setup character's cloak (clothes & character physics asset)
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Made dual-lightsaber weapons (models, materials)
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Implemented equip system (equip/unequip logic, animations, socket attaching)
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Created weapon trails and sparks (Niagara)
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Attached weapon trials and sparks to each attacking animation
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Built dodging system (Cooldown, invulnerability)
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Built combo attacking system (attack count, attack & sheath status, and animations)
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Implemented 3 different combos
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Built status system (health, stamina, and battle status...)
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Built HP system (apply damage & event damage)
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Built Stamina system (Every single attack, dodging, sprinting(holding button) spend Stamina, recovering when player returns to idle)
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Core HUD (HP & Stamina Bar, Buffs and Nerfs, Cooldown,
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Interactive UI (Dynamically Damageable Health Bar, Items, Cooldown, pressing & releasing animation, Image Switcher, Time Dependant Progress Bar)
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Implemented SkillTree system
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Made rain particles with splashes (Niagara)
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Implemented Neon City environment
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Implemented audios to the character (each attacking animation, dodging, walk, run, take damage, die)
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Surface-based audio system (walk, run on different surfaces)
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Optimized environment art
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Made concept art (midjourney, photoshop)
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Designed and implemented glitch-style opening movies, camera transitions, and post-processing effects (Adobe Premiere)
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Optimized the environment reflection/lighting
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Improved overall UI and implemented more features for Setting Menu
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Adding button's audio & interaction varieties
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Added advanced player's combat stats (health/endurance regeneration, dodge iframes, ATK, critical rate, unlimited sprint, learning abilities, etc.)
36. Designed and implemented the SkillTree system (widgets, skill slot icons, SFX, open/close animations, enums, datatables, structs, etc.)
37. Added player ultimate ability system(spirit gauge system, camerawork)
38. Player/enemies apply melee damage (using tracing) & take damage from opponents/debuff
39. Target lock-on
40. Critical hits
41. Enemy AI behavior (chase, patrol, idle, attack pattern)
42. Updated combat HUD (damage pop-up, boss & minion hp bar)
43. Optimized hit reaction (hit animations based on attack direction, knockback, SFX, blood splatter VFX)
44. Created Youtube Thumbnails
45. Added new enemy Blood Countess
46. Implemented enemy's circle-strafing and dodge
47. Fixed bugs in the boss fight
48. Added nametag UI for enemies
49. Redesigned death screen and beat-boss screen
50. Created countess's hair, mask, weapon, and projectile models & materials in Blender
51. Created Niagara particle effects for countess normal attack, abilities, dodge, and death
52. Created blocking and counter-attacking system
53. Created floating text UI for players taking physics/DoT damage, receiving debuffs, blocking, dodging
54. Created Niagara particles for block reaction, ghost-trail, fire/poison/bleed debuffs, dodge reaction
55. Added low HP screen & SFX (when the player’s HP < 30)
56. Added root motion jump
VIDEOS
SCREENSHOTS








