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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #59

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What have we been up to this week?

Woop! Woop! Here's the 59th ScourgeBringer open development newsletter issue.

Previously on ScourgeBringer: we continued our work getting bosses into the game, while Joonas went ahead and started working on the second world music.


Last week has been quite a week!

Alpha registrations

But first things first... The registrations for ScourgeBringer alpha access are now open, exclusively through our Discord! 🎉🎉

We are scheduling the alpha to begin by late May / early June. You'll find all the details on our Discord in the "alpha access" channel. We setup'd a bot (PizzaMeister) to be your guide through this upcoming alpha.

More information soon! For now, we are preparing everything so that you can enjoy your stay through the development of the game.

Back to last week...

I've been invited as a speaker to the Everything Procedural conference to speak about the procedural secrets of NeuroVoider. It was a pretty cool conference and a bunch of very knowledgeable and interesting speakers from big studios talked about work and games.

I had the opportunity to meet and discuss with talented students, fellow indies, and people from Rare, Creative Assembly, Playground Games, Ubisoft, and PUBG Corp.! I also got to share a lovely diner with some of those people, including Brendan Greene! (Who's quite a cool person to share a meal with.)

Lots of unexpected meeting and quite an exhausting week.

Meanwhile, Florian has been working on the boss room transition, a.k.a. the big door you will have to unlock in order to reach a boss.

Joonas, on his end, completed the second world music, and damn it is good (definitely can't wait to share proper previews of his work).

This week, we will continue to work on the boss integration, here's what we still miss to call it a day:

  • Boss death handling (right now a boss fight has now proper end);
  • Boss room unlocking and transition;
  • Tweaking how the smash work on bosses;
  • Sound design (which requires the previous points to be completed).

That should take up to 2 more weeks of work and fine tuning.

So see next week to check our progress on boss kicking!

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: 7.98 months (34.70 weeks)*

  • So far, we consumed -13.80 months (-60 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)

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