ScourgeBringer Open Development - Issue #31

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What have we been up to this week?

Uh oh! It's newsletter time! Welcome to the 31st issue of the ScourgeBringer open development newsletter.

Previously on ScourgeBringer: we did yet another polish pass on the physics, controls, and animations! Florian also started a new work for hire with Ankama and should be busy with them up until the end of November.

Last week has been a bit special and a very specific event affected our schedule...

🎉 Florian is now the proud dad of a little Lucas! Welcome to the world! 🎉

That is to say that our activity is going to be strongly impacted by this event over the next few days since Florian is taking a parental leave to enjoy this moment calmly with his family.

Meanwhile, I have at last implemented the attack cancellation using the smash attack of Kyhra! This was an important piece of gameplay required to fully grasp our intent. We will be able to fine tune the concept now, by adding more variation to the enemies and rooms. So far it seems to work well for the intent, and it's quite enjoyable to master a room by cleaning it without touching the ground.

Dash, smash, dash, smash... and bam! We're getting there, but for now it's still too powerful, so we have to figure out what is going to be the best learning curve and challenge. More of that once we'll have more enemies in the game!

I also spent quite some time tweaking again the controls and the physics, by adding some input buffering and the result is super smooth. We previously had quite a few "missed inputs" due to some animations ignoring inputs, so adding some buffer helps a lot here and makes the whole game more playable. There are no missed opportunities now in our combo system.

And in other news, I spent a day working again on the Nintendo Switch port I've been doing lately for another studio, because I am now also in charge of patching the PC version of that same game so that it gets all the improvements I've made for the Switch port.

Over the next week, things are going to be a bit quite while I wait for Florian to come back. I have a bunch of tweaks to do, but you can expect a bit slowed down activity.

And that wraps up the 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: 9.15 months (39.78 weeks)*

  • So far, we consumed -7.13 months (-31 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!

Watch last Wednseday's replay »

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Browse through all replays »

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