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FLYING OAK GAMES

ScourgeBringer Open Development - Newsletter #90

What Have We Been Up To?

Welcome to 2020, <<Nickname / name>>! 

We hope you rang in the new year in style, everyone! To help celebrate the start of a new decade, we may have some cool in-game updates coming this week. It's been talked about in our Discord, and it might be coming sooner than you thought! 😉Apparently something about cucumbers, new Super Fury, and a reworked skill tree was mentioned. 
 
From the previous newsletter: revamping the Altas of Blood, Joonas released his groovy synth jams, and we were continuing working on the story introduction cutscene. 


Scourgebringer News

Before everyone went on a break for the holidays, the team was working on implementing months of feedback.

For example, Thomas has been working on revamping the base systems which includes:

  • The combo and fury systems are now skills to unlock in order to make the learning curve smoother.
  • The fury attack now recharges over time instead of using tokens to open it up to more opportunities and allowing more players to use it more frequently.
  • Revamping and rebalancing of skills, altars, and items (which now also drop on bosses and randomly on enemies)
Here's how the new Super Fury will look like:
Khyra is showing flying around the screen attacking the multiple enemies within the map. After some time, the super power "super fury" is activated. This .gif showcases the new implementation of said superpower, which has a better targeting system than before.


 

Thomas has also implemented everything that is Xbox Live Support for ScourgeBringer so that it is ready for the Game Preview on the Windows Store. 

Lastly, Florian has been finishing the intro story cut-scene (no new teasers yet, though) and he has made Steam trading cards for the upcoming Early Access (coming SOON).

What's Next?


    - Florian will start working on the tutorial level.
    - Thomas is polishing up a build to release Alpha 6.

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: 3.70 months (16.08 weeks)*

  • So far, we consumed -22.08 months (-96 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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