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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #78

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What have we been up to this week?

Howdy! It's monday again! And that means it is time to send you letters filled with news yet again!

Previously on ScourgeBringer: We released Alpha 4, hired a Community Manager and took some much deserved time off!


Since our last Newsletter, a great many things have happened. First of all, this is not Thomas writing you all these words. It's me, your friendly neighborhood Dom! After two weeks, we have finally had the time to get things in order and I will, starting from this week forward, take over the newsletter so Thomas can concentrate on coding all the very, very cool things you want to see in Scourgebringer!

Let me quickly introduce myself and share (some) of my history with Flying Oak. I am a teaching student, studying English and Computer Science, and have some hobbyist / amateur background in Game Development. I do stream every now and then, and met Thomas way back at Gamescom 2016 when he was showing off a little game called NeuroVoider. He has, since then, tried to get rid of me countless times but somehow ended up making me a Community Mod first, and then contracted me to help out with the most important part of the game, The Community! I have been there since before the NeuroVoider release, and I don't plan on vanishing any time soon. Let's all be cool folks and be the best community ever, okay? If you'd like to ask me anything (within reason), feel free to poke me on the Discord!


Scourgebringer News

With Alpha 4's release, we have completely shifted work to World 2! After Thomas and Florian took some well-deserved vacation time two weeks ago, they jumped right back into the fray and thanks to their efforts, we have some shiny new things to show off!
Thomas and Florian have mainly been working on the enemies for World 2, with Florian having worked hard on the Tileset previously in August. While I won't spoil that one quite yet, I will tell you it does look pretty cool! What I will share with you today, though, are some of our newest additions to the enemies!

Laser Enemy Preview

First, we have a new enemy called Prism. As the gif suggests, this enemy uses a new kind of projectile, Lasers! We might even give Blast.32 a Laser Gun Mod or three. Evading this enemy will require you to break Line of Sight or get out of dodge at the right time, so you might want to use your Dash a bit more defensive.

Second, we have the Red Devil; A bigger, badder version of our World 1 "Devil" enemy. It has a 3-projectile shot, making it a lot harder to dip, dive, duck and dodge incoming attacks! Imagine these teaming up with the Red Devils and some of our yet unannounced enemies, makes you wish Alpha 5 was here soon, right?


News from the Beyond


In other Scourgebringer related news, Scourgebringer was part of the Festival du Film Fantastique de Strasbourg. While mostly a film festival, they also hold an Indie Game Contest, and while we did not win the coveted Jury Award, Thomas took the time last weekend to visit Strasbourg, meet up with the local Dev Scene, including (but not limited to) folks like our good friends Sirill, who is developing fellow nominee Ruggnar and Studio Goblinz who are busy taking over the Indie Scene in eastern france while working on yet another fellow nominee, Legend of Keepers.

While neither of us managed to woo the jury enough, Scourgebringer did strike a chord with the visitors and players, and won the Public's Choice Award! Thanks to everyone who visited FFFS, played Scourgebringer and voted for us, y'all rock!



Last, but certainly not least, there are news on RED ART GAMES physical PS4 and Switch Runs of NeuroVoider! While I cannot guarantee that there are still any left to order, they will ship October 3rd, so if you might be interested in a PHYSICAL version of a great, arcade-y couch-coop madhouse of robot debauchery, try to order your copy now for Switch or Playstation 4!

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: 7.15 months (31.08 weeks)*

  • So far, we consumed -18.63 months (-81 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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