ScourgeBringer Open Development - Issue #64

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What have we been up to this week?

Hello world! Here's your 64st ScourgeBringer open development newsletter issue.

Previously on ScourgeBringer: we addressed most of the issues which got highlighted during the Stunfest.

Last week, we worked toward adding the item and shop system to the game!

In ScourgeBringer, there will be two ways of enhancing Kyhra's capabilities:

  • The shops: random merchants to encounter during a run who are selling items (e.g. HP, ammo, buffs, weapons) that you are going to loose at the end of each run;
  • The perks: upgrades that unlock from beating bosses and that will carry over every runs.

And quite possibly another system that should spicy up your runs (think Nuclear Throne's mutations).

So last week, we focused on the former shops. For that to work, we first had to rework our text rendering system. That may sound trivial, but making sure that texts render properly in an UI that is going to be translated to several different languages (including non latin ones) is something that requires extra care. Hence, I worked on font rendering, text wrapping and scrolling. With that done, we've been able to move forward with the item system by making some of them to drop during gameplay.

Florian, on his end, has been designing the actual merchant, which is going to be a dedicated room that will spawn in the game world. This an early mockup  (the room will be much wider / more detailed) but it should help you to get the idea.

This week, we are continuing to work on the merchant room and should hopefully be done by next week. The next stop before the alpha will be to integrate proper menus and options.

We are currently setting up everything with Dear Villagers, our publisher, to start rolling out this alpha. We will probably have more news on that front next week.

See you next mission!


How is our budget doing?

Every week, we update our production budget based on our initial budget and our ongoing revenues.

ScourgeBringer budget is counted in "months of subsistence" instead of money. We believe that it is a more understandable way to explain how budgets are constructed and consumed.

Our remaining budget is: 6.83 months (29.70 weeks)*

  • So far, we consumed -14.95 months (-65 weeks) from working of this project;
  • And we consumed -1.22 months (-5.30 weeks) from investing (e.g. buying hardware, paying for services...);
  • We also earned back +11.00 months (+47.83 weeks) from our ongoing revenues (e.g. NeuroVoider & Boo! Greedy Kid sales, contract work...).

Our initial budget for ScourgeBringer was 12 months when we started.

For a more detailed breakdown of our budget construction, you can refer to the first issue of this newsletter.
*1 week = 0.23 month (based on a 365-day year and a 7-day week)

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