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Spend some time messing with main menu stuff today. It's still a long way from done, but it's a start!

Finally got the main menu in and behaving today. Still needs a whole bunch of work, but it's fun and functional, and that's what matters \o/

Added a little HUD icon for when vignettes are active, which zooms the viewport onto the relevant cell when clicked. Makes finding them in large/complex hives heaps easier.

Neeeearly done with menu stuff. Got this cool transition working this afternoon.

I'm going to make that Queen sit in the throne by the end of the day if it kills me

Shipped a update tonight that I had hoped to ship on the 10th to coincide with when the Queen's birthday is celebrated in my corner of the world. In Australia alone, we have the Queen's birthday on 3 different days in different months.

I'll be the first to admit that the colonial heritage we put so much effort into celebrating should instead be commiserated, but in this rare case, I was happy to lean into it and reference the silliness

Making a start on giving a bit more feedback on the outcomes of events, aaaaaand I think I'm going to need bigger info boxes

Expanded some of the research options (research items can now can require other research items to be completed before becoming available) last night

Did some tweaking of age related stuff today. Bees no longer have negative age (previously there was a global lifespan and varying starting point to give variance). Also added an "effect" (bottom right) to communicate encroaching Queen mortality

It's really hard to take a screenshot of this, but there are some UI sounds in the game now. A screenshot of the volume settings will have to suffice

Been working on some particle effects to make bee deaths more readable. I'm worried that they might be too subtle.

Also working on a spawn effect. Always make the same mistake twice, I say.

Had our first bit of game-ready WIP music come in today. It's super exciting to see our little game with big music :D

Here's a minute or so of gameplay featuring the first bit of @KestrelPi 's work so far (apologies for the Twitter link - video's a bit big for Mastodon) twitter.com/ValiantCheese/stat

You can hear more of it over on Peter's soundcloudy thing
soundcloud.com/peter-silk-kest

Here's a screenshot of some of the new particle effects that happen when bees drop resources that they've brought in from outside the hive 🐝

For anybody who's not up for reading the entire dev log, here's a recap of the past couple of weeks' worth of work patreon.com/posts/28345376

Added a transparent preview of the to-be-built cell when hovering over a construction option (which turns red when it's unbuildable). Goodbye feedback on not knowing why stuff can't be built.

Gave the population menu a bit of an overhaul today. Probably going to shorten the heading, but in general, it's looking more Hive Timey than the default Godot UI did

I also popped in some fun particle effects to help communicate when research is progressing

Today's seen a bunch of cool additions - not the least of which is a new track from @KestrelPi ! It's been fun and exciting to "see" Peter working and to witness the iterative growth of the stuff he's bringing to the game :) soundcloud.com/peter-silk-kest

Today's close enough to the 50th anniversary of humans stomping around on our natural satellite for the first time, so I decided to paint an event featuring the moon in the background (based on concept art by Mim)

Added optional role-specific floor colouring to help make it easier to identify which bees are related to what cells/add extra clutter when zoomed out. When adding things like this, it always takes iteration to find a balance between subtle and useful

Haven't been doing much visually interesting stuff on over the past bunch of days (mostly been refactoring and doing audio stuff). Did tidy up the icon a bit this morning though

And some new options for viewing/managing resource levels (still need to label axes and add a legend) Time

Been painting these (s)lugs today. Been doing other things too, but reducing production wastage when near storage capacity is harder to convey in a screenshot

Finally got around to adding/updating the remaining tutorial images in (and adding a new Wax Assembler model). Goodbye old placeholder/gamejam stuff <3

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Working on a mechanic where Defender bees will patrol parts of the hive surrounding Barracks cells. Unprotected cells will be at greater risk of negative events, so maintaining a Defender population will be important (that's the plan anyway)

Saw some bees at the end of the driveway and quickly rushed out to record them. This friend might end up starring in

Rolled out the first pass on Defender/Barracks mechanics in tester builds tonight. Feeling kinda nervous about this one since I'm not yet confident about how dominant it feels across a typical game, but that's what testing is for \o/

Added in some new audio today (bees buzzing when zoomed in, and general outdoor sounds when zoomed out), and my game has grown nearly three times its size. Content is always so big! :D

@unfa Warm days are rare at the moment. Gotta make every trip count!

@Cheeseness I've recorded some bees doing their thing in the Netherlands when I was on vacation. My wife laughed at me when I was filming, but she loved that when we were editing the footage :)

@Cheeseness This is zipped, so the actual numbers will differ, but 80 MB of audio for a few buzzing sounds sounds like a bit much.
Did you not use a compressed format? I'd be surprised if there wasn't a few ways to shave off a significant potion of that.

@murks Buzzing sounds make up 3MB of that. I've got some strategies for shrinking it down, but as more music and audio comes in, it'll grow again anyway, so I'm not particularly fussed right now.

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