It's pretty rough, but I finally got around to adding save thumbnails/playtime metadata to . Looking forward to tweaking the layout a bunch when I have time

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I also pulled in a snazzy new music track from @KestrelPi today ("vocals" are temporary for now), inspired by the "Ticket to ride" event (art is also temporary) soundcloud.com/peter-silk-kest

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Finally got around to painting a background for Wax Assembler info screens and vignettes. As always, I'm documenting the nitty gritty of my changelogs over here: hivetime.twolofbees.com/index.

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Painted backgrounds for Honey and Jelly refineries last night. Only storage left to do (still plenty of other art waiting in line though) \o/

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Haven't done much that's visual/exciting to share over the past week, but here's a recap of development over the first half of September \o/ patreon.com/posts/30148727

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Popped some new music from @KestrelPi
into builds last night. We also put in a second tier of background music that's got a sort of improvisational feel and slots in nicely with the environmental ambience. Really happy with how it's all coming together :) soundcloud.com/peter-silk-kest

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Spent this evening looking at some optimisation strategies. I've read that Godot groups/orders objects by material to reduce draw calls. Couldn't work that out, so I merged all meshes sharing materials into one in Blender, and that's helped a bunch

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Working on exposing some hive efficiency stuff to help players identify problems/find room for optimisation.

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Added context menus for bees that expose some more details on what individual bees have been up to and gives an option for the camera to follow a bee around

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A foraging screen has been on my todo list from the start, but what it should be and how it should work was always vague until a couple of days ago. Looking forward to polishing it up and sticking it in builds - it's the last major mechanic left \o/

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Just kidding. Here's a real screenshot. Finally got Map Room upgrades in and functional today \o/

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Just rolled out a big update to testers that includes a first pass on the last missing major gameplay mechanic and a cool new music track from @KestrelPi. Not out of the woods yet, but I feel like I can see the sunlight now :) cheeseness.itch.io/hive-time/d

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Tutorials now respond appropriately (and immediately complete) if you've already fulfilled their requirements.

I've also added a tutorial "activity" that gives a summary of what you're meant to be doing and shows the tutorial again if you click on it.

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Poking in some detail textures today (Blender viewport render, not in-game screenshot)

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Pushed in upgraded nurseries, upgraded barracks, and a stack of bee upgrades over the past two days. Closing in on having all release construction/research options in place :D

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