Gameplay Programmer
Bee Gone
Developed: Sept. 16, 2022 - Sept. 18, 2022
Bee Gone is a fast-paced real-time strategy where you must shove wasps off the map using your bees. It was created for the Gamecraft September Jam 2022 by a team of 10.
Team Size: 10
Engine: UE5
Code Language: Blueprint
My Involvement
Role: Programmer
Things I did:
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Implemented enemy AI
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Implemented player interactions
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Implemented hex grid
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Role: Designer
Things I did:
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Came up with game idea
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Designed non-violent combat
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Collaborated with another designer to iterate on the idea
Design Analysis
This game is my most elegantly designed game as it has extremely simple mechanics but still manages a good difficulty curve with players being challenged at first and then going on to beating it after a few tries. I believe that the design's success is primarily due to the independent move timers, and required multi-move strategies.
Our combat system was extraordinarily simple, but we did not have the time to design, implement, and create assets for more mechanics, so we had to find another way to make the combat more interesting. We did this by making it so that instead of focusing on strategy, the player would instead be focused on quick decision making and multi-tasking though making bees able to move 5 seconds after being moved. This meant that any time the player wasted in not commanding a bee was time that the enemy spent moving towards its objective, thus forcing the player to quickly decide where to move their bees. And since each bee's movement timer was independent that meant that the player had to multi task and quickly switch their focus between their units.
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Despite this, the combat would have still been too easy had the player not needed to chain moves together in order to counter the enemies. This was achieved though increasing the map size so that the player would have to push an enemy multiple times without letting up to get the enemy off the map.
Jam Post Mortem
I think this game turned out really well, especially considering that the majority of the team had never done a game jam before. Overall the design was tight and fun, and the art for the game was complete. I think it is one of the best jam games I've worked on so far.
I think the reason for the success of this jam was the small scope of the original idea, and the willingness of those of us who had worked on jams before to help teach the rest of the team. This made it so that the everyone could contribute to the game, and made the jam a really good learning experience as well.
Despite the overall completeness of the game the Main menu & credits were fairly ugly, the bee animations never were applied, and the hive taking damage sound effects were never implemented. The latter two issues could have been fixed by better task distribution since there were a few idle people at the end of the jam that could have implemented those assets. The main menu's ugliness was in large part due to a lack of time, which was likely spent working out the kinks of working in a new team.