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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #48

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What have we been up to this week?

Hey there! It's time for the 48th issues of the ScourgeBringer open development newsletter!

Previously on ScourgeBringer: we integrated the money/experience system into the game and starting expanding our AI capabilities to make new kind of enemies. 


Last week, we continued to add and tweak new AI behavior blocks.

After fighting with a weird dash bug that was there from the beginning (and that I finally found and fixed), I let off some steam by working on flocking behavior for enemies, introducing those little flies.

Besides adding behaviors to the game, I also did a tweaking pass on the current game feel. I worked on enhancing how the auto aim works when shooting stuff. If you remember, in a previous newsletter issue I discussed about the auto-aim was trying to be intelligent to find doors when there are no more enemies (before they doors automatically opened). I explained that I made a predictive algorithm that tries to guess where the player is heading to make the auto-aim to shot doors in the way. It worked quite well but I didn't transposed that to aiming enemies as well. This was based on best distance / already attacking logic, and it worked mostly okay but could wrongly aim enemies (and also give the player the sensation that he/she doesn't have a control over what's actually aimed by the auto-aim). So I worked and making a finer aim-guesser that is based on the trajectory, speed, and distance of the player within a combat context, with an implicitly controllable aiming direction. To put it short, the game knows where the action is, and reacts to player sudden movements to guess the highest threat. It ends up being quite cool, and when you get used to how it works, you can switch targets quickly and do precision shots while in a fight. It'll still need serious testing to be sure, but it feels better than before (and the magic is that it's actually transparent to the player, it's all about making the player to feel that he/she's actually performing the action correctly).

Regarding what Florian did last week, he worked on putting together the future title screen of ScourgeBringer! It's still a work in progress and I need to integrate all the neat animations he did for it into the game, but here's a mockup of it for you to get the idea.

I almost finished animating it in-game, but we want to wait for me to finish that before showing it big and shiny.

From a code perspective, I also started to put together the game loading systems and integrated more FMOD support, because we're now officially working with a sound designer and a composer! 🎉🎉 We're very thrilled about this collaboration and we want to give them proper credits through an announcement. We are now busy preparing stuff in that regard, which should go along with the publisher reveal. Please give us a few weeks to get things moving forward and do a proper announcement!

This week, we are going to be super busy preparing this. We'll most likely not progress much on the game, although I'm going to try to finish that title screen for a show next week. Florian on his end, is busy on this announcement.

Stay tuned, 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: 10.51 months (45.70 weeks)*

  • So far, we consumed -11.27 months (-49 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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