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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #84

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What have we been up to this week?

Remember, remember the 13th of November, <<Nickname / name>>! It is once again time to update you on our progress over the last week and maybe give you some hints on upcoming things ...

Previously on ScourgeBringer: Work on World 3 continued, with Level Design being mostly finished and enemy design starting up big time. We also sent our AI to tutoring to make it smarter and worked on the smash mechanism.


Scourgebringer News

The Team has been hard at work, with scarlet red, exhausted faces they took a bank holiday on monday to recuperate from all the hard work lately.

Thomas once again locked himself into his mad scientist workshop, teaching the AI a bunch of new tricks for the new world 3 enemies Florian is cooking up. And to be fair to Kyhra, he's invited her over and taught her how to smash enemies into each other, so 'Death by stray demon baseball' is now a valid kill quip.



Florian, on the other hand, exclusively spent time thinking up cool new ideas for enemies, turning them from mere electric impulses in his brain into actual, viewable sprites. And then he did the unthinkable and animated them by, well, animating them!



You might remember the gif of the 'Fly' projectiles last week, this is what we are using them for, and this will not be the last enemy using mechanics like this, so be prepared!
 

What's next?


Thomas is busy making enhancements to the Engine for a plethora of things and he's got more AI tutoring duties to attend.

Florian is still busy with enemies and will probably remain busy with them for a while longer.

I still have some more Feedback to work through and am in the midst of planning some big(ger) things for next month.
 

News from the Beyond


We have had a bunch of creators put out some Scourgebringer content and I'd just like to say "Thanks!" for showing Scourgebringer off on your channels. You folks rock!
Once again, if you stream Scourgebringer, or release Videos on Youtube, Vimeo or other platforms, please let us know via Twitter or on our discord. We love to see how you folks play the game!

Last, but not least, I am very interested in hearing from our (more) artsy community members. I would absolutely love to see some Fanart pop up, but I don't know if folks maybe need or want some more substance, i.e. background info, lore and the like, to start pumping out some A++ fanart, so please let me know on Discord if you want or need more information about things to draw things.


 

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: 5.54 months (24.08 weeks)*

  • So far, we consumed -20.24 months (-88 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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