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FLYING OAK GAMES

ScourgeBringer Open Development - Newsletter #88

What Have We Been Up To This Last Week?

Happy Monday, <<Nickname / name>>! 

Here we are for another weekly newsletter, and we have some exciting items to talk about including working on improving some of the skills, including Super Fury.
 
From the previous newsletter: Putting the finishing touches on World 3, expanding the intro cinematic, back-end improvements. 


Scourgebringer News

The beginning of the game starts with a character named Kyhra and Earth is ravaged by a mysterious ScourgeBringer, a floating building that has cast down what is called The Scourge. In order to combat this destruction, humanity has formed clans to preserve and survive.

The two clans, Luddites (anti-technology) and Machinists (pro-technology), both perform expeditions near the ScourgeBringer to understand the machine better. 

Kyhra was born after The Scourge, and thus it makes her a very powerful warrior. Originally part of the Machinist clan, she is welcomed by both clans because of her power during her expeditions. 

It is really important to us to showcase a sense of purpose and story into the game, so Florian continues to be hard at work on the opening cinematic to ScourgeBringer. The opening cinematic will introduce the two clans that are preparing Kyhra for her expedition into the ScourgeBringer.

Picture showcases two clans helping the main character, Kyhra to get ready for her expedition

Thomas has started to work into revamping the skills, including the Super Fury!

The main takeaways:
  • Super Fury and Combos now are skills to lighten the learning curve;
  • Super Fury is now an ultimate that recharges over time (bye bye useless tokens)
  • Some skills have been fused into one (they were too redundant and felt underwhelming)
  • More risk/reward 
Here is a design preview of version 2.0 of the skill-tree. Feel free to add in any thoughts about the preview over on our Discord.
The photo showcases a design markeup of a new skilltree

Thomas worked on moving our game engine to a whole new tech in order to make everything more robust and fast. He also worked on preparing Xbox Live support for when the game will release on the Xbox Game Pass.

Lastly, Joonas got a new synth module! Stayed tuned for more musical snippets in your life. 


What's Next?


    - Finishing the game story intro cutscene
    - Revamping the Altars of Blood to make them more relevant/useful

News from Beyond ScourgeBringer


We have been discussing with our amazing Alpha players about certain types of rewards they would like to see in or out of game. One person suggested a pizza gun so Florian took them seriously. Behold, the mighty pizza gun.

Shows the main character shooting pizza outside of her gun
 

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: 4.39 months (19.08 weeks)*

  • So far, we consumed -21.39 months (-93 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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