ScourgeBringer Open Development - Issue #85

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What have we been up to this week?

My, you’re looking quite magical today, *|HTML:FNAME|*! Almost too magical … Are you sure you are not part of the Scourgebringer’s demon forces? Ahem, anyway – It is I, Dom, and I bring you, once more, only the best information I could scrape off the bottom of the barrel!

Previously on ScourgeBringer: All hands were on deck to continue working on World 3. Thomas also did do some overhauling of other things based on feedback.

Scourgebringer News

During last week’s “Inside Xbox” live from X019 in London, our friends from ID@XBOX did us a solid and helped us announce that Scourgebringer will be coming to Xbox Game Pass upon Release! This marks our first console announcement, woohoo!
Not an Xbox person? No need to worry, Scourgebringer will still release on PC as well, on Day 1. There is no period of exclusivity with the Xbox release. It does, however, enable us to up the scope of Scourgebringer ever so slightly, but more on that at a later date.

We also showed off Scourgebringer at IndieX in Lisbon thanks to Guillaume from our publisher, Dear Villagers. The folks over at IndieX did hand out some awards and while we did not win any this time around, we managed to get an honorable mention from their judge’s panel, alongside Zhed by Ground Control Studios and Zealot by Prime Cut. Both of these games are looking pretty good and we wish our fellow developers best of luck with their projects!

Watch the ID@XBOX announcements sizzle reel, including Scourgebringer, here!

And with that all out of the way, let’s talk development!

Thomas continued working on the skill that allows you to smash enemies into other enemies, because only the best techniques are good enough for Kyhra! After that, he continued working on World 3 enemy behaviors and fixed some issues we were having with enemies that spawn more enemies, like the Alpha Jellyfish. I have also seen him running around with a big old fly swatter, taking our bugs all over the place!
At some point, he locked himself into his mad scientist laboratory again and since then all we have heard from him was mad cackling. I am somewhat distressed because of this.

Florian was also busy with World 3 enemies, finishing up the last couple missing things before heading off towards World 1, saying something along the lines of “Compared to all our newer hires, the enemies over there are in severe need of training to get up to snuff, so I’ll go give them a little drill camp!”
I guess you will want to savor World 1 while you can easily fly, slash and shoot your way through there, because that will change!

What's next?

On the menu this week is a lot of AI work for all of our normal enemies and minibosses.
The revamp of World 1 enemies to make them more relevant / more interesting also continues. We have heard you, and we will try our best to make you regret wishing those lovely little hell spawns of ours were tougher. You’re welcome!
Next, we are taking a hard look at Blood Altars and permanent Skills and will start iterating on these systems now that the game is slowly taking shape. Also on our list is the World 3 boss, which should tell you that we’re making good time on World 3!
Myself, I am busy with the usual stuff and some sooper doper secret stoof that I forbade myself to even allude to.

News from the Beyond

We want to make the Newsletter more interesting than repeating "We are working on World X, Y or Z" with changing gifs every week. To facilitate that, there is a new channel on the Discord called "Questions for the Devs". Every week, we will randomly pick one (or two shorter ones) and we'll let you into the know on some of the most secret stuff you always wanted to know, but never dared to ask. Like what our favorite pizza toppings are and why it is not pineapple.

Lastly, thank you all for the retweets and comments on our Game Pass announcement and our Screenshot Saturday posts! As usual, you guys are the best!

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: 5.31 months (23.08 weeks)*

  • So far, we consumed -20.47 months (-89 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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