ScourgeBringer Open Development - Issue #32

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What have we been up to this week?

Hey, hey! Is it the time for the 32nd ScourgeBringer open development newsletter issue? It looks like it!

Previously on ScourgeBringer: Florian became dad! While he's on parental leave I worked on getting the smash attack to where we wanted it to be. I also tweaked a lot the physics and fixed a bunch of stuff for a smoother experience.

Last week has been... very quiet, ScourgeBringer-wise.

Florian is still on parental leave and I have been caught in having to deal with some business duties. I also had to work on the Nintendo Switch I made for another studio. Well, not quite on the port itself, but the team also hired me to make a PC release of that port so that it can be out simultaneously. Everything is finished now and an announcement should be done soon!

Consequently of this, I haven't been streaming our progress on Wednesday because I had too little to show.

Yet! I still sneaked a couple days of work on ScourgeBringer in. I reworked our AI system to add features that will prove useful in the future. The enemies now have virtual eyes and there are line of sight calculations. This will help both  the AI to be less dumb as well as implementing tricks in the intelligent aiming of Kyhra. For instance, in this gif the enemies in blue can't see the player but still consider to see it and be in their aggro range (and therefore tries to shoot through walls). This is now a thing of the past and the enemies now have a strategy of getting around obstacles.

I started using this line of sight code to enhance the predictive aiming for Kyhra's drone as well as a few edge cases to smooth out the dash precision (like detecting when the player aims slightly off an enemy and would eventually miss it). The whole purpose of this is not to assist the player, but to make you be in total control of what you are doing by erasing the possible imprecision of the gameplay/physics. And so far so good!

This week, I will be working most of the time on ScourgeBringer! And by the end of the week, I'll be off to participate to IndieCade! It's a cool expo with conferences, great games, and awesome people. On next Monday, you can expect the newsletter to be a bit late because I'll be attending GAConf, on conference about game accessibility.

That's it for this 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: 8.92 months (38.78 weeks)*

  • So far, we consumed -7.36 months (-32 weeks) from working of this project;
  • And we consumed -0.22 months (-0.96 weeks) from investing (e.g. buying hardware, paying for services...);
  • We also earned back +4.50 months (+19.57 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. Alternatively, he will show one of our preferred games and chat with you about why we love this game!

Woops! There has been no stream last week because we were both busy on other fronts and couldn't make much progress on the game. Back this week!

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