As we hit what is technically Beehive’s fourth year, I thought it was time to revive the blog.
After some messing around with google accounts and all the rest of it I managed to get our new blog up and running!
It is amazing how complex some IT stuff is to sort out versus some parts of game development 😆.
Anyway, all that nonsense aside. I thought I would talk about what is coming up for Beehive in 2022 and beyond.
I haven’t blogged much about Beehive for various reasons, but this year, it feels that Beehive is getting to a point where it is actually going somewhere.
We have evolved from just releasing random little titles on itch.io to getting stuff onto actual real life consoles (which I haven’t done since on my “own” stuff since Storm Ship Shiro).
Here is a bit of what is on the horizon.
Space Haters was the first game I did, with a couple of mates that we went from start to finish and got it out the door. It still hasn’t done gang busters (but we never really expected it to to be fair) but it got us on to new platforms.
As we have already said, Space Haters on Nintendo Switch is on the way! Luckily, the development for Switch has been pretty easy so far. I have managed to play through the game start to finish with only the leaderboards missing.
That is not due to our code, that is the fact the Steam version uses the Steam Leaderboards, etc and we have to replace it with Nintendo equivalent. We have our rough delivery dates, but we are aiming for late 2022 to have it in your hands. Not gonna lie, it feels that it was built for the Switch. That said, I have asked a favour from a friend with a Steam Deack to see if it runs, so that maybe a thing before Switch happens!
Space Haters was also planned for some other platforms. But due to Unity licensing costs involved with those platforms vs others, right now it is not financially viable. Unfortunately, games is a business and making games costs money, even on a shoestring budget and stuff we do off our own backs.
Our narrative-horror-unsettling but very pretty isometric game that is inspired by games like Kentucky Route Zero is for lack of a better term… Getting There 😆. This is another game we are aiming for Switch, but Switch first and then Steam. We are also aiming this one for 2022 release. As this is a single player game this should be IN THEORY a little bit easier to get running. We already had a small demo running on the console.
It is using fresh tech though. Whilst we used Playmaker within Unity to script our levels in Space Haters (with hooking into a load of custom code underneath), Getting There is using FlowCanvas which mirrors Unreal Engine’s blueprint system (again built on top of a lot of our own systems).
Storm Ship Chronicles
This is one that has been in the idea bank for a while. It is a cross between a side scrolling shooter, a top down shooter and Star Fox and will take some cues from Getting There on the narrative side.
It is based on a reimagining of the Storm Ship Shiro story.
We announced this one super early because there are a few people who are already excited for it. It is in the super early stages and again will be aimed at Switch first and then PC.
It will use Unity and some refined tech from Space Haters and Getting There.
This is our big game. I have talked about it in the past, but when I have mentioned it to others, it is the one that everyone is the most excited about. As you may have guessed it is a horror game and this one is in Unreal Engine 5.
The reason for the tech change here is it will be primarily aimed at PC to start, but also the mass of content from Quixel MegaScans, etc.
The licensing agreements are also generally more favourable on platforms we wanted to target with Space Haters compared to using Unity. Also, as our tech is maturing, we always look at a Visual Scripting solution (as Visual Scripting is awesome when used properly) and Blueprints are pretty powerful.
UE4 and 5 also feel inevitable. It is a tech that is going to become used more and more and we need to use it on a project start to finish.
To start with, we will take the Devilwood concept and probably use that as a demo.
Our Own Tech
We are also investigating our own CMS tech that is planning to take on the big boys and help developers have a simple to use system. It is in early days, but it will be demoed in our later games.
And that is that! Exciting stuff ahead! Hopefully you are as excited for all this as I am! So keep up with us over on Twitter for the latest updates!