ScourgeBringer Open Development - Issue #28

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What have we been up to this week?

Hey! Happy Monday! Here's your 29th ScourgeBringer open development newsletter issue!

Previously on ScourgeBringer: we worked on the new smash move of Kyhra as well as on tweaking the physics based on the feedback we got at Gamescom. We also did a polish pass to the animations and effects for more juice.

Last week we continued once more to tweak and polish the smash move, and it's getting closer and closer to our intent. We feel like we now have a good basis to move forward with the gameplay mechanics of this attack. The effect and its feeling are starting to be relevant.

It's still a bit rough, mostly because the attack doesn't do much beside pushing the enemy. You may have noticed the intermittent exclamation mark: this is going to be a cue to let you know that you can cancel an incoming attack by smashing the enemy. Right know this doesn't happen (hence me getting hit a lot in that gif), but that's our next goal: making the cue very noticeable and cancel the enemy attack.

Last week I've also been back on stream! After a month without streaming (mainly due to Gamescom and a fried power supply), I extensively covered our progress since I last streamed. You can check the replay at the end of this newsletter!

And we once more polished Kyhra by adding more nuance to her slashing animations.

Now is a good time to update you on our schedule. We were initially working toward finishing a vertical slice of the game and release that demo by the end of 2018. This has become uncertain as both Florian and I are moving into more freelancing contract work that should last up to the end of the year. We hope to be able to tell you on which games we are going to work very soon (exciting stuff ahead)! These contract works help us to round our budget and to give us more time to setup a full team and striking a deal with a publisher (discussions are positives, but it takes a lot of time to greenlight everything). So we're basically filling the blanks with contract work here and there.

More news soon! But don't worry, this won't overshadow our progress on ScourgeBringer, we have plenty of things that are ready to be implemented and there's definitely going to be progress despite this.

One last thing before we move forward with our week of work: I was invited on Friday to participate in a conference about indie games on consoles at a French film festival in Strasbourg. If you understand French, the replay can be watched on Facebook (and later on Youtube) over here.

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: 9.61 months (41.78 weeks)*

  • So far, we consumed -6.67 months (-29 weeks) from working of this project;
  • And we consumed -0.22 months (-0.96 weeks) from investing (e.g. buying hardware, paying for services...);
  • We also earned back +4.50 months (+19.57 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)

The weekly Twitch stream

Every Wednesdays (afternoon Pacific time / evening European time), Thomas shows our progress with a development stream. Alternatively, he will show one of our preferred games and chat with you about why we love this game!

Watch last Wednseday's replay »

Follow Thomas on Twitch »

Browse through all replays »

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

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

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