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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #75

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What have we been up to this week?

Hi! This is the 75th ScourgeBringer open development newsletter issue!

Previously on ScourgeBringer: we finished our Gamescom demo and were getting prepared for the event.


Oh snap, did we skip a newsletter last week? Looks like it! But we had a very good reason: we were extremely busy with the Gamescom and couldn't rest a single minute to get the newsletter out. It's the second time we skip a newsletter issue (the first one was on new year's holidays).

Since the previous issue, we fully finished our Gamescom demo (thankfully), and last week, we most obviously went to Gamescom!

Long story short: it was a blast!

We hired Domin0e (who you may know as one of our Discord moderator) to help us out on the show floor. Joonas was there too! Though busy participating in the accessibility game jam organized by Indie Arena. The team was almost complete, the only bummer was for Florian who stayed at the office because of his parenthood missions (he took that opportunity to work on the second world).

ScourgeBringer was prominently featured on the Indie Arena Booth at Gamescom. Look at this marvelous booth!



Gamescom is an extremely hectic event. It's quite likely the biggest and busiest video game event (like, 10 times the space of the E3). I never saw bigger and it's getting more and more huge every year.

This year was very huge. We've been busy a whole week, from Sunday to Sunday. The first 3 days of the Gamescom are exclusively for professional, with a dedicated space with nothing but very white and fully closed booths (inside which all business happen). While Dom' was handling engaging with players on the Indie Arena Booth, I was on the private Dear Villagers space meeting with press and content creators.



The reception has been nothing but positive, we're so super pumped about moving forward with ScourgeBringer! It was super cool to meet with some of you (too bad I've been stuck on the private area during the first public days). I hope you had an awesome event if you dropped by.

We also met with many over-the-top fellow developers, all the games on the Indie Arena Booth were so cool, and it's worth mentioning that the Indie Arena crew is top notch in its category!

The Gamescom has been as great as it has been draining. I guess we all blackout'd on Sunday and most of us had to take Monday off (kudos to Dom' who had to work).

We are now on our way toward Alpha 4. This new update will feature the permanent skill tree and the hub world. It will finally allow to make proper loops and have a feature-complete basis. We still have to finish the NPC dialog system and the portal appearing after beating a boss, and then we should be good to publish it!

So stay tuned for more, and please keep being awesome!

See you next week.

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: 8.07 months (35.08 weeks)*

  • So far, we consumed -17.71 months (-77 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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