ScourgeBringer Open Development - Issue #55

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?

Yo! This is your latest ScourgeBringer open development newsletter issue, the 55th!

Previously on ScourgeBringer: Joonas was off to the GDC while Florian and I worked on enhancing the environments and started to work on a combo system.

Last week, we made some serious progress on the game. We continued our work to make the environment more dynamic and satisfying to traverse. The animated elements now react to attacks and we added some traps to the mix.

Our next focus has been to playtest the combo system we talked about last week. The idea is to reward the use of all possible attacks and speed of play (while being an entirely optional system, because not all players are into this level of challenge; our intention is to add something to promote power plays). So far it seems to be working. Each time you hit with an attack, you fill a bar. The more you use the same attack, the less it fills the bar. To grind the combo meter, the player has to use all four attack types. We still have to tweak this a lot, and to add more feedback so that the system will hopefully be self-explanatory (if it's not simple enough to us, we might rework it or maybe scrap it, but so far it looks fine).

We also spent our Friday on tweaking and enhancing the existing systems (making a polish pass).

This week, we're starting to work on mini bosses as well as integrating our work on bosses into the demo.

That's about it for today, 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: 8.90 months (38.70 weeks)*

  • So far, we consumed -12.88 months (-58 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