Heya, thanks for taking an interest
Firstly, you make a very good point that I couldn't have made this game without all of the amazing resources various talented people have made available online, and I owe a huge amount to the whole internet game dev community not only for all the assets and software but for teaching me everything I know. I'm currently compiling a list of everyone I need to credit and trying to work out how best to do so, thanks for the nudge. On the shoulders of giants..
Secondly, yes you're absolutely right that I need to make way more demo videos to show off other features, and there is still a lot of work to be done. But I'm glad it looks like the camera flight is all that's going on so far, because a lot of effort has gone into making some fairly complicated things that are happening in the background invisible
Under the hood there's the system I came up with for multi-threaded procedural generation of the landscape and intelligent procedural instantiation of the vast quantities of hundreds of different types of object which populate it, which is constantly being done all around you as you move. Also, in the medium term, as you pollinate plants, the ecosystem is altered accordingly, spreading the species you pollinate and diminishing the ones you don't. And in the long term, if you do a good job as a bee, something mimicking ecological succession occurs and grassland slowly becomes a rich forest.
I only want to use open source software, and I love UnrealEngine's rendering engine, so I'm using UE. That presents a challenge as UE is not at all well suited to changing any aspect of the landscape at run time.. So I had to create a new terrain system (involving plot twists like: having to include custom collision detection and lots of custom rendering stuff) and foliage system (with such exciting episodes as: the built-in game-space querying system being too slow to use for detecting flowers, and many other workarounds being needed to get everything to work seamlessly and rapidly enough), in addition to the actual procedural landscape generation and ecosystem evolution process, and everything else..
As for game play, I definitely share your concerns about creating an engaging experience.. I'm currently working on various mechanics which aren't visible yet, but which will be integral to how it plays. For example: you have a carrying capacity for pollen/nectar, and also must return to the hive by the end of the day. The Queen of the colony makes various demands which alter the 'honey value' of different flowers temporarily or give other bonuses (e.g. quadrupling the value of lavender for 10 minutes or giving a fixed bonus if you can deliver some rose nectar in 30 seconds, that kind of thing). I'm hoping this will create an interesting path-optimisation question for the player and make a spectrum of skill - if you know the area around you, which flowers are where, and can intelligently decide how to make a round-trip which visits valuable flowers while reacting to the shifting whims of the Queen, the game will reward you.
I'm also going to include other bonuses, for example a 'chain' bonus for collecting flowers of the same species within a certain time of each other. This will vary from species to species (for example, one species might be very sparsely placed, but have a long-lasting, and large, chain bonus, another species might be packed into dense patches and offer a shorter one). Different species also have different regeneration rates and base value.
And yep! You guessed it
I'm considering eventually putting in certain bonuses for creating different mixtures of flavours, textures and aromas, which will vary between species, possibly represented by colour in some way, although I'm not totally decided on how that will work yet, and whether it is truly necessary or overkill.
There will also be lots of upgrades you can 'spend' your honey on, and colonies will swarm under certain conditions, giving you the chance to move location. Upgrades to your bee will last one day, upgrades to the hive will last until you leave in a swarm, and genetic upgrades will be permanent.
However all of this needs a lot of play testing and development, and I've come to the point where I need to get a nice HUD working before I start tinkering with mechanics again.
I guess I'm aiming for a careful balance between the lasting and intense engagement of say a skate game, something like candy crush, or certain FPSs, where you also chase points and bonuses in a similar way, and the serene elegance of something like Flower, which I really enjoyed. Very different concepts but I think it could be interesting and kind of fresh.
I'm totally self-taught and have never used any 3D software until a few months ago so this has all been quite a challenging journey from a personal perspective
Which I will detail in this very devlog as soon as I have a moment! So if you're interested in more details, please stay tuned.
EDIT: forgot to mention upgrades and swarming