New Site Post: An introduction to Iridium Moons
https://bumblebeegames.eu/iridium-moons.html

Finally got around to spell out at a reasonable length the whole idea behind the retro-futuristic Space Opera setting Iridium Moons and the concept for an ImSim game set in it, made with Godot.

#BumblebeeGames #IridiumMoons #gamedev #hobbydev #ImSim

Iridium Moons

When you hear about the development of many great and classic games, there's very often a part early on where a small team or just a single guy is sitting down to start working on a great ambitious idea, that has barely any resemblance to the game that actually saw release a few years later. The stories of finalizing the vision for Fallout or Halo are ridiculous. And I think I can now say that I have first hand experience with this part of game development. Project Wasp and Project Hornet are both great ideas. Games I would really love to see made and love to play. But as I am finding out, a good game concept is not just about being a game that you would enjoy, and having technical requirements that are within your capabilities. For a game with a strong narrative component, it also needs to be a concept where you have a good understanding of the themes that drive the experience and the subjects that the story is about, as well as plentiful ideas for game content that expresses these themes and subjects. The two concepts for gameplay mechanics for a fantasy RPG still feel really…

Bumblebee Games

I made this.

It's shit. But I made it. And except for that water shader, I understand quite well how everything else works.

Not bad at all for day 1 with Godot.

#ProjectWasp #BumblebeeGames

New Site Post: Project Wasp
https://bumblebeegames.eu/project-wasp.html

Finally getting that actual announcement and pitch for #ProjectWasp out there.

My early and still somewhat vague plans for making a first-person RPG/ImSim game with 90s graphics in Godot, heavily inspired by Morrowind, Thief, and Fallout.

#BumblebeeGames #gamedev #hobbydev

Project Wasp

Still working on my game idea. But the deeper I've been diving into what work and skills it would take to make a 3D tactical RPG, the more I am thinking that this might be something that is outside my current means and not a realistic goal for a first attempt at making a game. A tile-based 2D tactical RPG I might be able to do, but acquiring the skills to draw sprites I'd be happy with seems like a major hurdle to take, and not one I'm looking forward to. A real-time with pause system in a 3D engine I also might be able to handle, but while I think that would be somewhat acceptable for my Sword & Sorcery setting Kaendor, it just wouldn't do for the kind of gunfights I want to see in my Space Opera setting Iridium Moons. And being able to reuse the same game code for an Iridium Moons game after completing a Kaendor game was the whole reason behind Project Hornet. So for the time being, I'm putting my concept work for Project Hornet into the desk drawer, to maybe see getting picked up again at some point in the future. (Though…

Bumblebee Games

I got an idea for a #crpg narrative, that I don't think I've ever seen anywhere:

The player plays as an explorer of old ruins in the wilderness and discovers ancient texts and artifacts. There are several sages in the nearby towns who are very interested in them for their own reasons and have conflicting goals, and provide different information on the things you show them.
By deciding what to share with who, the player influences what's going to happen.

#gamedev #BumblebeeGames #ProjectWasp

Putting Project Hornet, a tactical CRPG inspired by Fallout, Jagged Alliance 2, and Kenshi, away into the desk drawer for now. Turn-based grid combat in a 3D engine seems quite hard to code.

Announcing Project Wasp, an ImSim inspired by Thief, System Shock 2, and Morrowind, with comparable graphics.

#BumblebeeGames #HornetEngine #ProjectWasp #hobbydev

While looking for examples for games similar to what I want to make with #HornetEngine, I noticed that Wasteland 2 seems to be extremely close to what I have in mind in gameplay and graphics (basically a blend of Fallout and Jagged Alliance 2 in a 3D engine), and it's available on PS4 so it can be played with a controller.

Only played half an hour in the first area yet, and I already have so many notes about what I like and what I would do very differently. 😄

#BumblebeeGames

Having a fairly well worked out concept for gameplay and mechanics, and starting to get an idea for what kinds of assets I could realistically create myself, I think that my planned game would be best served with graphics and controls similar to Wasteland 2.

The only thing this would be missing are views of the sky, which are a big part of the aesthetic I have in mind.
Any ideas how to sneak in occasional views of the sky in such a game?

#gamedev #hobbydev #bumblebeegames #hornetengine

Sitting down with #blender to make the first assets for my early 2000s retro-ish game, and immediately facing the question how many faces a standard cylinder should have.

This seems like something I should lock in now, as it would probably a huge pain in the ass to change later.

#bumblebeegames #hornetengine

And now I am thinking really hard about what this could mean for my game idea that deliberately goes for an early 2000s graphics fidelity that targets a 70s/80s adventure movie aesthetic.

Simply going with high quality stock sounds of nature now feels like it would be completely out of place.

#bumblebeegames #hornetengine

Thinking about a tactical fantasy RPG that has no spells. What could characters even do in combat to make it interesting and give it depth?

- Throw any weapon currently equipped.
- Thrown weapons land on the ground. Disabled enemies drop their weapon.
- Pick up and immediately equip any weapon from the ground.
- Wrestle with an enemy to pin him down.
- Tie up an enemy pinned down by an ally.
- Demoralized enemies flee combat.
- Win combat by causing a rout.

#bumblebeegames #hornetengine