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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 

  1. Setup Project (GDD, Github, Plug-ins)

  2. Setup 3Cs (Character, Controls, Camera)

  3. Implemented Character Model

  4. Made player walking trails

  5. Implemented dual-sword anim sets

  6. Retargeting animation

  7. Setup Root Motion Animations

  8. Created Locomotion Blending (walking, running, rotating)

  9. Built Locomotion System

  10. Built sprinting system

  11. Setup character's cloak (clothes & character physics asset)

  12. Made dual-lightsaber weapons (models, materials)

  13. Implemented equip system (equip/unequip logic, animations, socket attaching)

  14. Created weapon trails and sparks (Niagara)

  15. Attached weapon trials and sparks to each attacking animation

  16. Built dodging system (Cooldown, invulnerability)

  17. Built combo attacking system (attack count, attack & sheath status, and animations)

  18. Implemented 3 different combos 

  19. Built status system (health, stamina, and battle status...)

  20. Built HP system (apply damage & event damage)

  21. Built Stamina system (Every single attack, dodging, sprinting(holding button) spend Stamina, recovering when player returns to idle)

  22. Core HUD (HP & Stamina Bar, Buffs and Nerfs,  Cooldown,

  23. Interactive UI (Dynamically Damageable Health Bar, Items, Cooldown, pressing & releasing animation, Image Switcher, Time Dependant Progress Bar)

  24. ​Implemented SkillTree system 

  25. Made rain particles with splashes (Niagara)

  26. Implemented Neon City environment

  27. Implemented audios to the character (each attacking animation, dodging, walk, run, take damage, die)

  28. Surface-based audio system (walk, run on different surfaces)

  29. Optimized environment art

  30. Made concept art (midjourney, photoshop)

  31. Designed and implemented glitch-style opening movies, camera transitions, and post-processing effects (Adobe Premiere)

  32. Optimized the environment reflection/lighting

  33. Improved overall UI and implemented more features for Setting Menu

  34. Adding button's audio & interaction varieties

  35. 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

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