ScourgeBringer Open Development - Issue #58

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What have we been up to this week?

Hello there! 58th, yep that's right, here's your 58th ScourgeBringer open development newsletter.

Previously on ScourgeBringer: we started putting together our work on bosses, with a lot of integration, tool enhancements, and early animations. All of this while Joonas finished his work on the main menu theme.

Last week, we continued the work on bosses! This is taking us more time than we thought, mostly because we are taking the time to polish our pipeline and tools to the max right now, so that adding more bosses in the future will be super smooth.

I spent yet another week on improving our boss editor and animation system. It's all about the small details now. For example, I spent a lot of time making sure that our animation system was 100% accurate and pixel perfect no matter the framerate. It may sound trivial, but it's quite a complex problem that I was willing to solve once and for good now so that our boss patterns are pixel perfect (to avoid any unfair situations or randomness to a boss fight). It's still very rough, but we're getting there week after week.

Meanwhile, Florian worked on the boss door unlocking. You won't be able to throw yourself into a boss fight as soon as you find its location, and we want that door unlocking to be memorable, as well as serving as a landmark / kind of hub from which you track down the mini bosses. To support this, I've started to rework entirely how level generation algorithm to do some clever design (and also anticipating the addition of future special rooms, such as shops).

Joonas started to work on the second world music, and so far it's going quite well (did I already mention that we're amazed by his work? Can't wait to share a proper preview of the game in all its soundy glory).

We're also setting up new milestones with the Dear Villagers team. ScourgeBringer is going to be showcased publicly for the first time next month at the Stunfest festival in France (it's quite possibly the best indie game festival of the country). So our goal is to have a full demo of the game running, with all the first level, the boss and mini bosses in (and hopefully the shop system).

From there, and after the Stunfest, we'll polish things up based on the feedback, and will start to roll out the alpha within our Discord members! We're working on the details with Dear Villagers, but it is very likely that all the alpha/beta process will go through our Discord with a bot managing the access automatically. Isn't that a good time to join our Discord? It sure is!

Can't wait to share the good and start getting your feedback!


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: 8.21 months (35.70 weeks)*

  • So far, we consumed -13.57 months (-59 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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