ScourgeBringer Open Development - Issue #33

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What have we been up to this week?

Hey there! Welcome to the 33rd ScourgeBringer open development newsletter issue! Is it late? Yes, it is! That's because I was off to a conference yesterday, but here we are!

Previously on ScourgeBringer: Florian was still on parental leave. On my end, I spent some time working for another studio to help them bring the game I ported to the Nintendo Switch for them, to the PC. I also reworker the ScourgeBringer AI system to allow more elaborated enemy behaviors as well as enabling some predective aim assist for things like the dash attack.

Last week, I progressed on our boss editor. We'd like to start implementing bosses into the game so this editor needs to be feature complete. I added support for particle triggers within our animation timeline.

This doesn't look sophisticated yet, but it paves the way to elaborated animations with lots of effects for boss patterns. The next step in polishing our boss editor would be to allow to define complex paths instead of simple translations when it comes to moving boss parts on the timeline.

Besides bosses, I spent some time on bullet proofing our cross-platform build system. The engine of ScourgeBringer is mostly an iteration of the NeuroVoider code, which was already cross-platform, but I fine tuned this so that we can build the game for any platform in a matter of seconds. And so far so good, we're confident in having a very cross-platform and efficient engine.

Finally, I've been out to IndieCade Europe! IndieCade is a great event, open to all, where you can attend inspiring indie talks, play games, and meet awesome people. I love to get there every year. It was also cool to meet some of you there! (photos courtesy of Laura Fournier from IndieCade)

And on Monday, I was off to GAConf, a professional conference about game accessibility. It is a an important event, with panels of gamers, and accessibility advocates from Sony, Microsoft, or Tomb Raiders developers. It's a really great event that more developers should attend. All the conferences are available online!

For next week, we're continuing to expand the boss editor, and Florian is now back at the office!

That's it for this week! 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: 8.69 months (37.78 weeks)*

  • So far, we consumed -7.59 months (-33 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 this week replay on Youtube »

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