What have we been up to this week?
Hey hey! It's newsletter time, bam! Here is your 56th ScourgeBringer open development newsletter issue.
Previously on ScourgeBringer: we revamped our environment design with more interactivity and started to test a combo system to promote power play.
Last week, we prioritized the elements required to have a proper demo. On this short list, we have:
- A mini boss;
- A super attack;
- A boss;
- Some tweaks and polish.
We started right away to work on a mini boss to get the logic working and playable. With our customizable AI system, it wasn't long until we had something working!
In addition to the mini boss, we tweaked a few things, like the stun feedback when you land a perfect smash on an enemy.
We are still going to tweak of lot of stuff and polishing every feedback. That's something we are most likely going to do quite often until the full release to get the best possible game feel.
While I was working on the mini boss code and design, Florian was moving forward with the super attack graphics, and Joonas has been putting together a crazy idea for the main menu tune.
This week, we are going to work on the super attack, which is a mandatory piece of the demo puzzle before we move to doing the single most important thing: designing a real big boss (we already have it working in our editor, but it's quite a feat to get it merged and playtested properly in the game itself).
And that's it, see you next week!