What have we been up to this week?
Happy Monday! It's newsletter time! Here's the 34th ScourgeBringer open development issue!
Previously on ScourgeBringer: I progressed on the boss editor and added support for particle triggers. I also worked on our cross-platform build pipeline to make sure that ScourgeBringer already runs on any console if need be (this doesn't confirm any port though). The remaining part of the week, I've been off to IndieCade and GAConf.
Last week, both Florian and I were back full time at the office! While Florian is still progressing on his work with Ankama, I've been working exclusively on ScourgeBringer.
My main focus is to add all the features that we need in our tools to start testing bosses!
I started with adding non linear pathing to the boss animation editor. Previously, our system only supported translations for a point to another. Now it supports bezier curves, a special type of equation that allows to set "control points" over what was before a straight line, and each points act like a "magnet" by dragging the line curvature toward those points.
This is a feature that is present in most animation software and is very useful to make complex paths. This will allow our bosses to have natural looking movements and less clunky behaviors.
I also reused our enemy placement and spawning system for bosses, which means that we can now place bosses in rooms. The spawning system allows to define "waves" (when a wave of enemy is cleared, a new one may spawn; we can also set a timer instead of having to clear a wave before the next one arrives), which is useful if we want to manage bosses with multiple phases/forms. Reusing the enemy system also allows us to put more than one boss in a single room, but that's not on our agenda (for now?). We also now have a preview of the rooms within our boss animation editor, with working colliders (and maybe at some point I will be able to add a live preview of a boss fight to test it within the editor directly while animating it).
The next big things that I need to do in order to finally have bosses in-game are:
- Adding customizable hitboxes to the animation editor (so that we can define which parts of the bosses can be hit, or which parts can hit the player during an attack);
- Coding the AI that will use all the animations within the game itself (so that the boss lives);
- Adding sound triggers to the editor (so that the boss can have sounds, but that's going to wait for a sound designer to join our team).
And of course actually animating a boss to start testing this!
This is going to be my main focus over the next few weeks, I guess.
And that's about it for this week! See you next mission!