ScourgeBringer Open Development - Issue #56

Read this issue in your web browser »
Read previous issues »
Allow your email client to download images to see all the GIFs

What have we been up to this week?

Hey hey! It's newsletter time, bam! Here is your 56th ScourgeBringer open development newsletter issue.

Previously on ScourgeBringer: we revamped our environment design with more interactivity and started to test a combo system to promote power play.

Last week, we prioritized the elements required to have a proper demo. On this short list, we have:

  • A mini boss;
  • A super attack;
  • A boss;
  • Some tweaks and polish.

We started right away to work on a mini boss to get the logic working and playable. With our customizable AI system, it wasn't long until we had something working!

In addition to the mini boss, we tweaked a few things, like the stun feedback when you land a perfect smash on an enemy.

We are still going to tweak of lot of stuff and polishing every feedback. That's something we are most likely going to do quite often until the full release to get the best possible game feel.

While I was working on the mini boss code and design, Florian was moving forward with the super attack graphics, and Joonas has been putting together a crazy idea for the main menu tune.

This week, we are going to work on the super attack, which is a mandatory piece of the demo puzzle before we move to doing the single most important thing: designing a real big boss (we already have it working in our editor, but it's quite a feat to get it merged and playtested properly in the game itself).

And that's it, see you next week!


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: 8.67 months (37.70 weeks)*

  • So far, we consumed -13.11 months (-59 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)

Join our Discord server!

Come chat with us about pizza, give us your feedback, or be a silent observer.

Join our server »

Follow us on Twitter!

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

Follow Florian »
Follow Thomas »
Follow Flying Oak Games »

Copyright © 2019 Flying Oak Games, All rights reserved.
You are receiving this email because you opted in at our website. We do not reuse or resell your address.

Want to change how you receive these emails?
You can update your preferences or unsubscribe from this list.

Privacy policy

Email Marketing Powered by Mailchimp