BeeFriend#2 Collecting honey

Hello! This is the second video about the BeeFriend project. It is now the end of the fourth week of development work on this game. We created a few new interesting things, so I want to share with you the progress we made.

Hive widget

I created a design for a hive widget. On this screen, we will display the current type of honey which the active hive is producing. We are keeping this honey theme, where honey drips from the top bar. On left, we will have a honey storage level indicator. We want to have a button that will pump honey from the hive to the tanks, and the player will need to hold this button to continue pumping. I was struggling with this a lot, trying various approaches. We ended up with this green lever, it looks like our pump is a serious electric device. At the center, we will display other information about the hive, like the current level or production speed. And we will have here a button to upgrade the hive to the next level.

Then we moved it to our engine. I didn’t manage to make it one to one as on design, but the idea was preserved. It turned out the most problematic was the storage level indicator. In the hive logical model, new honey is appearing in one-second intervals. It wasn’t looking good in the hive widget, so we used animation to make it smoother. Now it is okay for natural honey inflow, but when the player starts to use the pump the smoothness is a bit disturbed. I think adding sounds can make it feel more consistent. We will check it out later.

Tank 3D model

Having a pump in the hive we needed someplace to store this large amount of honey. For this purpose, Jacob made a 3D model of a tank. The most complicated element was a small tap. Similar to hives tanks will also have many levels. This style will only apply to the first three tiers. The next tiers will have different fashions. At the bottom, we have a small platform to not touch the ground directly. The result looks like this.

Full storage indication

We feel a need to show somehow that hive storage or tank storage is full. We go with the simplest option which is the pulsing of the storage indicator. So as you can see when the honey level reaches the end of the scale, it starts to change colors. The intention is to inform the player that his action is needed. This should do the job. We used the same pattern for tanks. Thanks to their large surface, it is even more visible. In this footage, tanks get random volume every second, so it’s not quite visible.

Tank widget

The next step was to create a possibility to interact with tanks. So I created a design for it. At its core, it is very similar to hive’s widget. We changed colors, the top bar, and some information on board. We want it to be easily distinguishable from the hive, but at the same time, we want to have a consistent design. I think we managed to make it right. Then it was a time to move design to Unreal. It went quite smoothly since I could reuse most of the components. The main purpose of this widget is to get information about Tank, and the ability to sell honey at the current price. For now, we have a dummy logic of changing prices every 30 seconds. In the future, we will use a more sophisticated solution for that.

Olaf

Now is the time to present you, Olaf. A friendly dwarf who will help players to update the infrastructure of the honey empire. Jacob started by making a low poly 3D model. Then the model was colorized. To bring more life to our environment we wanted Olaf to be able to walk. So here the animation process comes in. This animation is quite basic, but for beginners, it wasn’t so simple. When walking, Olaf will be just rotating his legs and turning his body to the left and right. It looks cool.

Olaf’s house

Olaf needs to live somewhere. I don’t know where normally dwarfs are living - it rather depends on the universe. We decided for Olaf a mushroom will be a fun place to live. We pick the most recognizable mushroom - the toadstool. Maybe for people, it’s toxic, but we are sure dwarfs are immune to this. Olaf seems to like it.

Settings

We created also a settings widget. It is fairly simple, the player can adjust the volume of background music and sound effects respectively. We have a possibility to change frame rate and graphics quality. The low option is not looking well, but it’s meant for cheap devices only. The default will be 60 fps and high quality. Then we have an About widget with our website link and list of credits. The last element is the exit game button. Nothing special.

Look at current wholeness

Now let’s take a look at the wholeness of our current game state. So, we can build new hives and upgrade them a few levels up. The honey inflow fills hive storage. When hive storage is full, the tube starts to blink. Let’s build a tank. Now, we can pump honey out of the hive into tanks. When the tank is full it also starts to blink, in that case, you cannot continue pumping since you do not have any space for honey. Then, we can pump honey out of the tank to sell it. As you can see the number of coins increased. We have Olaf’s house here, when we will click on it a few times Olaf will come out. We have ready settings view. And we have prepared the Act widget, but it’s not in use yet. When the player will not interact with Olaf, he will go back to his home.

Summary

As you can see game slowly becomes more and more playable. We still have a lot of work to do before even the first Android build. But we are happy with the current development. And basically, we think making games is about enjoying the process. I hope you liked this video. Thanks for watching!


Tags: BeeFriend