What have we been up to this week?
Hello oaklings! This is your 27th ScourgeBringer open development newsletter issue! Pfewww, it has already been 6 months that we started this project!
Previously on ScourgeBringer: we had some post-Gamescom vacations and I took some time to finish the Nintendo Switch port I was making for another studio. We were also preparing NeuroVoider's 2nd anniversary.
Last week we were back full force on ScourgeBringer! But we also celebrated the birthday of NeuroVoider with a big give away. We organized daily raffles the whole week and some of you got freebies! Here are a recap of the winners and prizes:
- SB won a Steam key on Tuesday!
- Ayaan won a PS Vita code on Wednesday!
- Vince won an Xbox One code on Thursday!
- Tsadiq won a PlayStation 4 code on Friday!
- Jordan won a Nintendo Switch code on Saturday!
- Axorm won a signed PlayStation 4 physical release on Sunday!
Now back on ScourgeBringer! We started the week by working on the scope of the game and writing down what we believe will be the game content. This kind of document is indeed important to keep track of the production but also to discuss with possible teammates. And it's precisely regarding the latter possibility that we made such a document. It is going to help everybody to have a good picture of where we're heading, and hopefully get a sound designer and a composer on board (we're having some advanced discussions in that regard).
Here's a preview of that document, and if you feel like it, you can go through all of it over here.
We've also been back on the prototype! We started seriously working on the smash attack but it's not quite there yet. We are planning a 2-button combat system: light and heavy attacks. On top of that, we tried to have the smash attack to be a combination of inputs (e.g. a direction + a type of attack, à la Smash Bros; hey, do you get where we got the name of that attack?), but that didn't work at all. ScourgeBringer is too fast, our animation and combat system have to anticipation frames, which means that we can't play too much with combinations of inputs. So dropped that, and to keep things simple we remove the heavy attack and made it the standard smash. We're still tweaking this and redoing the animations so that it feels satisfying. I hope to be able to show that to you soon.
See you next week!