What have we been up to this week?
Hello there! Wow, it's already the 30th issue of the ScourgeBringer open development newsletter.
Previously on ScourgeBringer: we polished the smash attack to a satisfying level and we added more nuances to Kyhra slash animations.
Last week, we started to expand our room catalog to make more varied test levels but also to test wider rooms with more enemies. We also started to test rooms with multiple enemy waves (which is something that we added to our editor a few months back but never really tested properly).
We also changed how the hair of Kyhra are rendered. Previously her flaming haircut was animated directly in her sprite and that had nothing but limitations: it was hard to animate and blend with other animations and didn't allow to imply a correct perception on the movements. We switch to a particle based system with particles forming her hair and blending with her body sprite and having their own physics. Good thing it that now those particles can't detach from the sprite when movement is applied and keep an inertia corresponding to the speed of the movement. It may appear a little detail but after some tuning it should make the character more believable while adding visual cues to get a sense of speed and trajectory while moving.
I have also been working on bug fixes, refactoring, adding more debug options to track memory leaks and performance, as well as enhancing the drone auto-aim with some prediction (instead of firing at the closest target, it now follows more your movement if you are running around by predicting where you are heading).
In other news, we can now confirm that Florian has been hired by Ankama to work on a mobile game along with other talented people. He will be doing pixel arts for them up until late November. This won't have much impact on ScourgeBringer though, Florian did more graphics than I can handle and we have a bunch of stuff in store that are waiting on me to implement them.
And that's all for this week! See you next mission!