ScourgeBringer Open Development - Issue #28

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What have we been up to this week?

Hi there! It's time for the 28th ScourgeBringer open development newsletter issue! We were back full time on the game, so let's go!

Previously on ScourgeBringer: we celebrated the 2nd anniversary of NeuroVoider with a bunch of giveaways and most prizes went to newsletter subscribers. We also prepared some documents to define the scope of the game in order to properly talk to other people who may join the project as well as publishers.

Last week we continued to work on new moves for Kyhra. I previously mentioned that we were working on a smash attack to push forward attacking enemies and that we were struggling with the controls to fit this attack in our scheme. We ended up removing the normal heavy attack and replacing it directly by the smash. We've been tweaking this new attack for several days, trying to figure out the best animation and feedback. We're not 100% satisfied yet, but it's getting there! Here you go:

We have also made another pass of juice and polish. First, we enhanced the physics to feel less "sticky" (which was the main feedback that we had from the Gamescom) and widen the rooms a bit. We reworked our stop-frame effect (i.e. an artificial micro-freeze to highlight an impact, like the one of the smash) to look and feel smoother, and we added more animation variations to Kyhra to make her feel (even?) more dynamic.

Our ongoing works are going to be focused on getting the smash to feel better, and making Kyhra more polished. We're thinking about doing something about her hair and keeping adding more animations to make everything super smooth and slick.

See you next mission!


How is our budget doing?

Every week, we update our production budget based on our initial budget and our ongoing revenues.

ScourgeBringer budget is counted in "months of subsistence" instead of money. We believe that it is a more understandable way to explain how budgets are constructed and consumed.

Our remaining budget is: 9.83 months (42.78 weeks)*

  • So far, we consumed -6.44 months (-28 weeks) from working of this project;
  • And we consumed -0.22 months (-0.96 weeks) from investing (e.g. buying hardware, paying for services...);
  • We also earned back +4.50 months (+19.57 weeks) from our ongoing revenues (e.g. NeuroVoider & Boo! Greedy Kid sales, contract work...).

Our initial budget for ScourgeBringer was 12 months when we started.

For a more detailed breakdown of our budget construction, you can refer to the first issue of this newsletter.
*1 week = 0.23 month (based on a 365-day year and a 7-day week)

The weekly Twitch stream

Every Wednesdays (afternoon Pacific time / evening European time), Thomas shows our progress with a development stream. Alternatively, he will show one of our preferred games and chat with you about why we love this game!

Oh no, there was no stream this week! (again) Remember when the PSU of Thomas' computer fried? Well... it did fry again. Yeah, really. So the streams are on hold for now. Hoping to get everything back up and running soon!

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