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Mar 27, 2017, 11:52 AM

Time to drop a dime in the local blog booth and give you guys another status update for Jet Fighter Neon. This time I want to open up the flow valve so some extra information about the game can be leaked. As usual, if you’ve been watching our Trello boards, you probably already know a good portion of this.

Neon will now have a shop where you can purchase upgrades for your ship to make yourself stronger and better. Or would that be meaner and leaner? Anyways, you will be able to upgrade lots of different things like: bullet damage, fire rate, maximum health, health regen, shield size, shield regen, and others.

The shop is kind of a precursor to our next major addition; a boss battle. That’s right, I’ll be adding a gigantic flying fortress that you will have to destroy. You can choose to take on the boss anytime you want, but it won’t be an easy task. The boss will be equipped with various weapon bays that are populated with either guns, or missile launchers. You’ll have to first knock out all the weapon bays before you can damage the fortress itself. As if that wasn’t hard enough, the weapon bays will slowly repair themselves once they are destroyed, and will reactivate once they are fully repaired.

With those two additions, I was made aware that some players will want to compete with each other to see who can beat the boss with the fewest upgrades. This is where I’ll be stepping in and providing you the ability to turn your upgrades on or off once they are purchased. So even if you’ve bought all the upgrades, you can still turn them all off to try and beat your friends score.

Speaking of score, since there’s a shop, you no longer get a score from killing enemies. Instead you get gems that you can use in the shop to purchase your upgrades. So how do you get a score then? When you beat the boss, you will be awarded with a set sum of gems that you can spend. In addition to the gems, you will also be given a score that is calculated based on how long it took you to beat the boss, and how many upgrades you had equipped. You don’t get any points if you lose to the boss, so you better avoid his guns if you want to score.

That’s a lot of information being leaked there, I think we better call a plumber and get this fixed before it floods the house. In the mean time, I will continue to work on Neon to get it ready for it’s November 20th release date. At this point we are still on track to meet that deadline, and I don’t foresee any major issues that could cause us to move that date.

Mar 27, 2017, 11:51 AM

This may only be the second news release for Jet Fighter Neon, but the project is a lot further along than you might expect. For the past week and a half, Neon has been in beta testing. After the first round of beta tests, we got some really awesome feedback, and pulled the game back to make some really big changes.

I’m happy to note that most of the large changes have been completed and Neon is re-entering the beta testing phase for the second time. What this means for you is that I’m confident that the game will be completed soon, and am ready to announce a release date for the game.

I am planning on releasing the game out of beta testing on November 20th, 2015. I acknowledge that this is a rather short release schedule, considering that development officially started on the game about 3 or 4 weeks ago. There are a few reasons for this short development schedule.

First, I wanted to push myself to see how quickly I could develop a decent quality game using Unity. This is mostly a personal attainment thing. Secondly, I wanted to publish this game to take advantage of a free advertising offer that was extended to me on Amazon. I could have used that offer for a pre-existing app, but I wanted to compare the progress of a new game with advertising against my existing games without advertising.