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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #45

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What have we been up to this week?

Hey there! Welcome to the 45th ScourgeBringer open development newsletter issue!

Previously on ScourgeBringer: we signed ScourgeBringer with a publisher, and wow the reactions were super lovely. ❤ 


Before I get into the weekly update, Florian and I would like to thank you for your support. The reception of our signing news was overwhelmingly positive. We're so pumped about this, and we can't wait to share more news about the project. For now we are focused on putting a demo together, but more news will be coming around the GDC!

Last week, we did a bunch of things! We defined the roadmap to complete the demo and we started working on it head-on.

We worked on bringing more life to our environments. We can now design destructible and animated tiles, with the possibility to have the environment to react to presence and actions.

We are also in the process of revamping our test environment. You have been seeing this environment for quite some time, and behind the scene it evolved, so by the time we release the demo you can expect updated graphics.

We continued to tweak the current game feel by thinking a lot about the controls and the different actions that will be possible. We are now pretty much set on the full scope of the game, so we are trying to make things as tight as possible to avoid over-complexity. For instance, we removed the possibility to manually open doors and made everything automatic to smooth out the exploration. It sounds like a trivial change, but it really affects the game feel and required some testing to get it right with feedback and level traversal issues.

We then continued our work on the weapon system to be able to add more effects and different behaviors. We need to come up with a relevant default weapon to feature in the demo (and to test the gameplay).

Florian on his end, has been working on the future title screen of the game. I can't say much about it yet, but it's going to be very moody. He has also started working on the game over animation (that has been missing for far too long and prevent us from actually testing complete loops).

This week we will continue all of this! More gameplay tweaks, more weapon works, and trying to add new enemies and stuff!

That's it for today, see you next mission!

Cheers,
Thomas

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: 11.20 months (48.70 weeks)*

  • So far, we consumed -10.58 months (-46 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)

The weekly Twitch stream

Every Wednesdays (afternoon Pacific time / evening European time), Thomas shows our progress with a development stream.

There was no stream last week! Weekly streams are going to be replaced by another video format. Stay tuned!


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Browse through all replays »

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