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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #70

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What have we been up to this week?

Hello and happy Monday! Here is your 70th ScourgeBringer open development newsletter issue!

Previously on ScourgeBringer: we released the Alpha 2 of ScourgeBringer featuring more weapons and we started to work on Alpha 3 right away.


Last week, after releasing Alpha 2, we started to work on the fast travel system and temporary upgrades.

The fast travel system came along nicely and Florian made some quite cool transitions. For now, fast travelling is accessible from the full map and allows you to teleport to any explored rooms. Starting from Alpha 4, fast traveling will be a skill that you'll have to unlock first, and we're still figuring out if it should allow to travel to all rooms, or only to specific ones (e.g. shops, spawn, bosses...).



Regarding the temporary upgrade system, you can think about like the Nuclear Throne's mutations (minus the rads collection). On each world, you will find a blood stela that will grant you new powers (e.g. damage bonuses, alternate effects, etc.) randomly chosen from about 20 of them. These upgrades will last for the duration of a run only!

Florian has been doing a incredible animations for the stela and I can't wait to share that with you, probably next week! On my side, I've been implementing a bunch of upgrades already.

To complement this feature, we will introduce in Alpha 4 the permanent skill tree. But that's for later.

Beside the new features, we also continued to address some of the feedback. I spent quite some time figuring out a weird issue with Linux, which eventually ended up with a big stability and performance upgrade for our engine on both macOS and Linux. Another example of feedback was to make the enemies' bullets different than the player's ones.



And that's about it! See you next week for new features and news about the ongoing progress on Alpha 3.

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: 9.45 months (41.08 weeks)*

  • So far, we consumed -16.33 months (-71 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 +15.00 months (+65.21 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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