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FLYING OAK GAMES

ScourgeBringer Open Development - Issue #67

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What have we been up to this week?

Hello there! Here's the one-day-late ScourgeBringer open development newsletter issue. This is the 67th one!

Previously on ScourgeBringer: we announced that the game's alpha has just started right after finishing working on the menus.


Last week has been quite intense! I actually still am pretty exhausted from it. The real reason for the newsletter to be late is that I've been off to give a talk at the Game Camp, it's the largest french industry gathering.

It was very cool, yet way too short as I had to interrupt my stay. I've been there to talk about the open development process of NeuroVoider and the ongoing one of ScourgeBringer.

But hey, that's not quite what last week was about!

Last week, we launched ScourgeBringer's first alpha! The response has been very overwhelmingly cool!

We welcomed 70 players to the alpha and already received a truck load of relevant feedback. The very good part is that feedback are mostly related to quality of life and bugs, and there is very little systemic issues. Pfewww! That's one relief.

70 may sound small, but we are going to grow that number significantly throughout the alpha. We're expecting to reach 1000+ testers at some point. We don't know yet when and how we are going to start growing that, we want to first assess our ability to manage the feedback and synchronize with the Dear Villagers' crew. We are also expecting a community manager to join the team pretty soon!

We already started to address the most trivial ones, while working on our next milestone: bringing more weapons, items, and the super attack to the alpha. We are also reworking the reloading system of the drone to make it more straightforward (it currently relies on too many bars to fill and is complicated to understand).



This week, we are continuing to work on weapons and will make them droppable in the world as well as in shops, after which we are going to work on polishing the system (before switching to the super attack).

And that's it for today, see you next Monday!

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: 10.14 months (44.08 weeks)*

  • So far, we consumed -15.64 months (-68 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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