ScourgeBringer Open Development - Issue #30

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What have we been up to this week?

Hello there! Wow, it's already the 30th issue of the ScourgeBringer open development newsletter.

Previously on ScourgeBringer: we polished the smash attack to a satisfying level and we added more nuances to Kyhra slash animations.

Last week, we started to expand our room catalog to make more varied test levels but also to test wider rooms with more enemies. We also started to test rooms with multiple enemy waves (which is something that we added to our editor a few months back but never really tested properly).

We also changed how the hair of Kyhra are rendered. Previously her flaming haircut was animated directly in her sprite and that had nothing but limitations: it was hard to animate and blend with other animations and didn't allow to imply a correct perception on the movements. We switch to a particle based system with particles forming her hair and blending with her body sprite and having their own physics. Good thing it that now those particles can't detach from the sprite when movement is applied and keep an inertia corresponding to the speed of the movement. It may appear a little detail but after some tuning it should make the character more believable while adding visual cues to get a sense of speed and trajectory while moving.

I have also been working on bug fixes, refactoring, adding more debug options to track memory leaks and performance, as well as enhancing the drone auto-aim with some prediction (instead of firing at the closest target, it now follows more your movement if you are running around by predicting where you are heading).

In other news, we can now confirm that Florian has been hired by Ankama to work on a mobile game along with other talented people. He will be doing pixel arts for them up until late November. This won't have much impact on ScourgeBringer though, Florian did more graphics than I can handle and we have a bunch of stuff in store that are waiting on me to implement them.

And that's all 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: 9.38 months (40.78 weeks)*

  • So far, we consumed -6.90 months (-30 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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Come chat with us about pizza, give us your feedback, or be a silent observer.

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Witness our day-to-day work and struggles, possibly including GIFs of cats.

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