What have we been up to this week?
Wooo! Welcome to the 46th ScourgeBringer open development newsletter issue!
Previously on ScourgeBringer: we set a roadmap to complete a demo of the game for late March and started to work toward that goal.
Last week, we continued to work on preparing the game to have a fully playable level with a boss. But we also worked on some tools to prepare our future alpha access of the game.
If you were part of the NeuroVoider alpha, you may know that we appreciate a lot working with the community and gathering player feedbacks. NeuroVoider featured an in-game feedback system: by pressing a key, you could pause the game anytime without loosing your progress, and open a dialog box to send us your feedback. All those comments were very valuable.
For Scourgebringer, we want to do the same thing, while pushing it to the next level. So we worked on an enhanced feedback system to allow you to know if we acknowledge your message. We are also thinking about having a public website listing all the feedback and allowing every players to up/down vote them so that we know which issues are critical.
Regarding the game itself, we worked on enhancing the game feel and putting together the game over loops. Florian progressed on the animations and menus related to this, while I started to implement that in parallel. We also worked on improving the pace of the game by polishing transitions and continuing to tweak how level traversal plays.
This week, we are still continuing all of this, as well as making some UI and feedback for how "money" is gathered in the game. Like in all respectable rogue games, you will be able to collect things to upgrade permanently or temporarily your character.
That's it for today, see you next mission!