You can move throughout the city using busses, with all stations being named and themed around a fruit.
styofa doing anything
Keni

blake kathryn
Sweet Seals For You, Always
almost home

titsay
Aqua Utopia|海の底で記憶を紡ぐ
No title available

roma★

No title available
ojovivo
Mike Driver
Claire Keane
Today's Document
Jules of Nature
trying on a metaphor
art blog(derogatory)

Andulka

pixel skylines
$LAYYYTER
seen from Türkiye

seen from Syria

seen from Türkiye

seen from United States
seen from Canada

seen from Saudi Arabia

seen from United States
seen from United States
seen from United States
seen from United States
seen from United States

seen from Malaysia
seen from Bangladesh

seen from United States

seen from Switzerland
seen from United States
seen from Bangladesh
seen from United States
seen from Singapore

seen from Malaysia
@hive-heart-games
You can move throughout the city using busses, with all stations being named and themed around a fruit.
This is a vague ideas blog now, because my previous method of archiving my dumb ideas is not powerful enough.
Games are hard to make :(
First Sprint Review
Sonder has been way more productive since the incorporation of Hive-Heart as their production department. The game's documentation is nearly finished, the publishing details have been researched and agreed upon, we have a fully detailed project roadmap (visual representation attached to this post), and the production of our vertical slice is imminent.
Sonder's lead artist has settled down on the design of the main character and is now making concept artwork for when other artists are brought in, as well as basic sprites to use in the VS.
The lead programmer had been struggling with the use of Unity, so the engine was switched to Game Maker 2, which suits the simple system of the game. He has also been enrolled in a crash course for GM2 game development, as well as the other team members.
The team's lead audio designer has created several sound effects yet to be reviewed, as well as a sample for the main theme. She is still waiting for more visual cues from the art department to better suit the aesthetics.
Overall, it was a very good sprint, and in the next one, our first playable prototype should be built. We at Hive-Heart are excited to finally start posting art, as well as other important details, about Sonder's upcoming game.
New project!
Hive-Heart is currently working as the production/design crew for Sonder Studios. They're are new to game development so their first project is a recreation of a simple yet delightfully complex classic: Pac-Man.
So, of course, as designers we had to wonder how we could make this recreation different from the original, while still keeping the general feel of the game. And we came up with one mechanic: Sprinting
(I'm showing a bit of our early notes. Since early design and pre-production is mostly decision-making we don't have any interesting art to attach yet)
But of course, mechanics aren't all we had to tweak. We realized in Pac-Man when you take a hit, the game stops and regroups all the ghosts in their base and moves Pac-man to his default location. We wanted to eliminate that small interruption to make the gameplay more dynamic and fast paced. And to do that we simply changed from lives to health. When the player gets hit, they'll simply loose health and keep playing until they loose it completely and get a game over. Then they'll have to start the level again.
This is a small change system-wise, but changes to the player's perception of the system greatly affect gameplay. To still give the players the breathing room that og Pac-Man gives after getting hit, we're adding a slight moment of invincibility so that they can realocate safely. One of Sonder's programmers was concerned that players would use this invincibility to easily gather pellets in ghost-infested corners, so we decided to try making them unable to collect pellets while invincible.
(Again, sorry for the thrashy art, all our notes, diagrams and illustrations are used to more easily communicate the decisions to the team and ourselves)
It was decided that the game would be set in a haunted mansion, and the protagonist would be a girl armed with only a flashlight trying to rescue her girlfriend from ghosts that kidnapped her. We will probably delve in the story and characters in a later post, but for now this had to be settled to talk about the design of the power-ups. In Pac-Man there's a single power up, special pellets that allow you to eat the ghosts and disable them temporarily. To match the aesthetic choices, these power pellets will be represented as special batteries for your flashlight. The player's flashlight will start emitting more light and blink rapidly to show this newfound power once the battery is collected.
🐝☘🐝☘🐝
And that's mostly all of our progress. There's a lot of very technical documentation and detailed research about Pac-man's design and systems that has already been made by Hive-Heart too, but the game design documents are only available to Sonder and Hive-Heart for now (no non-disclosure agreement or anything, just very boring stuff not worth posting here)
Let's hope this goes well! We will try to post more about the characters and story soon.
New Game Design Blog!
This'll be the blog I actually use to upload all my game design endeavors. I'll use my main (@luckster-gamedev) for more casual Tumblr day-to-day activities.
I'm Luckster (they/them), an 18 yo with the burning desire of becoming a game producer and designer. I'm currently getting a Digital Arts degree, which is unfortunately more focused on visual development rather than design and production, but I'm building very useful skills and I devote all my personal time to the independent study of a variety of subjects to prepare myself for my desired jobs. I have more theoretical knowledge than practical, but that will change as soon as I get making game projects.
The name Hive Heart is the name of my dream game studio I ideally co-lead, and it comes from the idea that, instead of our thoughts and minds being united (like in a hive mind), we share emotions, passions, and hearts!
Let's hope I actually end up doing something with this.