#bumblebeegames — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #bumblebeegames, aggregated by home.social.
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New Site Post: An introduction to Iridium Moons
https://bumblebeegames.eu/iridium-moons.htmlFinally 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.
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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.
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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.
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New Site Post: Project Wasp
https://bumblebeegames.eu/project-wasp.htmlFinally 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.
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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.
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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.
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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. 😄
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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. 😄
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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. 😄
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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? -
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? -
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.
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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.
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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.
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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.
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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.
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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.
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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. -
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. -
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. -
My current fantasy worldbuilding mood is 12th century Iberia; Forgotten Realms Amn, Tethyr, and Calimshan; Elric of Melnibone, and Morrowind.
And Bloodborne.
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Real-Time with Auto-Pause sounds like the dumbest of all worlds for a #crpg combat system.
But I think it might be interesting to explore.
The game has command mode, in which all characters stay in place inactive and you can give commands to your characters, and which will be active until you press spacebar.
And then it switches to combat mode where all characters will fight according to their last command, and last for 5 or 10 seconds. -
New Site Post: A Color Palette for Hornet
https://bumblebeegames.eu/a-color-palette-for-hornet.htmlNow I am actually a #gamedev. I made an actual thing for my game on a computer.
I made a color palette for making textures.
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New Site Post: A Color Palette for Hornet
https://bumblebeegames.eu/a-color-palette-for-hornet.htmlNow I am actually a #gamedev. I made an actual thing for my game on a computer.
I made a color palette for making textures.
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New Site Post: A Color Palette for Hornet
https://bumblebeegames.eu/a-color-palette-for-hornet.htmlNow I am actually a #gamedev. I made an actual thing for my game on a computer.
I made a color palette for making textures.
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New Site Post: A Color Palette for Hornet
https://bumblebeegames.eu/a-color-palette-for-hornet.htmlNow I am actually a #gamedev. I made an actual thing for my game on a computer.
I made a color palette for making textures.
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New Site Post: The Group Stealth Issue
https://bumblebeegames.eu/the-group-stealth-issue.htmlIt's a long understood issue in RPG design that having all characters in a party make their own stealth checks while sneaking results in it becoming statistically impossible to get into any place undetected with the entire party.
But unlike pen and paper RPGs, CRPGs don't really have a hard reason to not split the party and tackle a dungeon with only your thieves.
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New Site Post: The Group Stealth Issue
https://bumblebeegames.eu/the-group-stealth-issue.htmlIt's a long understood issue in RPG design that having all characters in a party make their own stealth checks while sneaking results in it becoming statistically impossible to get into any place undetected with the entire party.
But unlike pen and paper RPGs, CRPGs don't really have a hard reason to not split the party and tackle a dungeon with only your thieves.
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It took a week getting all my stuff set up and all my new stuff into place, but now my living room and my desk for #bumblebeegames are exactly as I want it.
I started with Nordic Cottage, but it turned increasingly into Blade Runner Neo-Noir. 😎
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After 10 years of struggling with this aspect of #Kaendor, I have now arrived at a design for the nature of gods, demons, sorcery, and other worlds that I realized has a lot of similarities with The Elder Scrolls and Warhammer.
And I am okay with that.Because, and here's the kicker, it feels very simple and neat and tidy. 😅
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New Site Post: Ready to go
https://bumblebeegames.eu/the-truths-of-the-world.htmlFirst weekend in my new place, start of my summer break, and switching to a 35-hour work week. And also Midsummer day.
Time to get seriously started with creating my own videogame. -
As someone who's never really given much thought to writing stories for a videogame, making my first game an RPG is perhaps a bit of an odd choice. (Though I am tending more towards a very systemic game like Jagged Alliance 2 or Kenshi.)
But I know that my biggest frustration with writing in RPGs is always when you have to choose between two options that both are not acceptable to my character and I can see a third choice but the game isn't offering it.
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Now that I have committed to (as much as I ever commit to anything) making my game a party-based RPG with turn-based top-down combat, I want to explore again the possibilities of making it a systemic game based on the procedural gameplay of the early 80s D&D Basic/Expert edition.
I'm already seeing something similar at work in Jagged Alliance 2, and I find it hugely compelling gameplay. Add some Fallout and Kenshi, and there's CRPG gold ahead!
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Now that I have committed to (as much as I ever commit to anything) making my game a party-based RPG with turn-based top-down combat, I want to explore again the possibilities of making it a systemic game based on the procedural gameplay of the early 80s D&D Basic/Expert edition.
I'm already seeing something similar at work in Jagged Alliance 2, and I find it hugely compelling gameplay. Add some Fallout and Kenshi, and there's CRPG gold ahead!
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The sudden realization that with the look and feel of my Sword & Sorcery and Space Opera settings both being heavily inspired by 60s and 70s cinema, I can design the GUI for Hornet Engine with one icon bar at the top and one at the bottom, leaving the main play area with a 2.39 : 1 aspect ratio on 16:9 monitors.
#gamedev #bumblebeegames #hornetengine #kaendor #iridiummoons
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The sudden realization that with the look and feel of my Sword & Sorcery and Space Opera settings both being heavily inspired by 60s and 70s cinema, I can design the GUI for Hornet Engine with one icon bar at the top and one at the bottom, leaving the main play area with a 2.39 : 1 aspect ratio on 16:9 monitors.
#gamedev #bumblebeegames #hornetengine #kaendor #iridiummoons
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"Handwritten scrawl: Minoan Bloodborne".
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After having once again spend several days trying to come up with an interesting and unique concept for magic, spirits, and other worlds in #kaendor, I am now thinking that perhaps I don't really need to.
A Bronze Age setting with serpentmen, fishmen, and dinosaurs really isn't original in any way, but I actually can't think of a single time this has been used in a videogame. To lots of people, this would probably be plenty of interesting already.
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New Site Post: Project Hornet
https://bumblebeegames.eu/project-hornet.htmlAs concept work on my first videogame is progressing, it's becoming increasingly clear to me that I would much rather create shorter CRPGs with shorter development times, that take place in various different settings, rather than one big game tied to one story in one place.
Project Hornet is my plan to create the bare bones of a CRPG, that will be easily reusable for a number of different games.
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New Site Post: Where is this Kaendor anyway?
https://bumblebeegames.eu/where-is-this-kaendor-anyway.htmlFinally a basic overview of the kind of fantasy world that the Kaendor setting is representing and the main influences on its worldbuilding.
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An attempt was made. 🐝
But this will be an indication for the type of quality you will be able to expect from Bumblebee Games. 😄