Bees Won't Exist
A friendly bee game that never gets weird, obviously
Possibly a bit late for this because we're fairly far into development, but we're still adding new content and tweaking stuff and would love feedback on what we already have! I'll also be updating this as we add more stuff to the game and hopefully we'll have a playable demo soon
We're a student team and this is actually our first full game together.
Bees Won't Exist is a fast paced hack 'n' slash game with a friendly aesthetic but a creepy twist (think the kind of thing as in Don't Hug Me I'm Scared)
The game is set in a dystopian alternate reality where giant bee creatures have taken over the world and human civilization, and your job is to stop them! Gameplay focuses on the combat with the player having three main abilities: dash attack, strong attack and dodge.
Dash attack propels the player forward until they hit an enemy, and multiple dashes can be chained together in quick succession until they miss an enemy, in which case they are stunned for a short moment.
Strong attack doesn't propel the player forward as much, is slower, but has a wider area of effect.
Dodge moves the player forward a shorter distance than the dash attack but has no stun effect, so can be used to quickly move around the game.
As the player explores they are able to activate switches to raise and lower the level of honey pools, which give them access to more areas in the game.
The game is based on Unity and we spent quite a while trying to find a good looking toon shader. Eventually we ended up taking the standard Unity 5 PBR shader and modifying the deferred lighting pass to create more of a cel-shaded effect as per this blog post:
http://www.gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php. The outlines are just an edge detection post-effect that runs a sobel filter on the normals and the depth of all objects.
Pretty much all the levels are hex-tile based and were created using a tile editor I made that allows you to just paint hex tiles in the Unity scene editor, automatically combining them into chunks for each material type to optimize draw calls. Eventually I plan on putting that code up on GitHub so I'll probably also post here when I do.