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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #47

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What have we been up to this week?

Happy Monday! New week, new newsletter. This is your 47th ScourgeBringer open development newsletter issue!

Previously on ScourgeBringer: we progressed on preparing a demo for getting feedback. We improved our in-game feedback system and started to work on the gameover loop. 


Last week, we made some good progress on the game systems and new enemies.

We integrated the money/experience system: Kyhra will collect blood from the weird monsters residing in the ScourgeBringer. It will serve as money to buy upgrades and valuables from merchants. The coming demo will most probably have no merchant yet, but having the system in the game is important because it is going to have synergies with a combo system we would like to test within the demo (it is going to be something à-la Devil May Cry, but way simpler; something to promote the use of different weapons and leverage the fury system). We hope that this makes the game very dynamic and fast paced.

To proof the gameplay and all the different systems, it is very important to have a different kind of enemies. So we started to implement more enemies. We are trying to make very different enemies to enhance our AI system. The AI of ScourgeBringer is a set of move behaviors (e.g. floating around, following walls...) and attack behaviors (e.g. attacking on sight, trying to reach the player...) that we can customize and combine for each enemy. It's like a puzzle that we assemble for each new enemy, the idea being that once we have enough puzzle pieces implemented, add new enemies will be fast and efficient. So we are creating new puzzle pieces to match with new enemies.

Work on the game is quite steady now, which is very motivating. We are seeing more and more stuff coming together while continuously polishing the existing elements.

This week, we are continuing to add more enemies, as well as improving the environment design and graphics. The UI and the different game system feedbacks are also getting improved.

Much more to see soon, see you next week!

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: 10.74 months (46.70 weeks)*

  • So far, we consumed -11.04 months (-48 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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