So this game is super fun so far. My only complaint is as far as i can tell there is no fast forward button and that kinda sucks. but it is cute and relaxing and all the fun facts is so cool!
If it's helpful, here are some thoughts on why Hive Time doesn't have time controls.
I experimented with time controls very early in development and found that it made it more difficult for players to observe the hive's details, which in turn affected how much room there was for being thoughtful about the impact of management decisions as well as how responsive players could be to unfolding situations (all of which are key to the game's intended experience in my eyes).
In most situations, there are ways that the game's management systems expose ways of speeding things up (eg: rebalancing population diversity to help research finish sooner or using pollination to increase pollen/nectar throughput). Time controls also seemed like they would take away any time that players could use to experiment and discover these sorts of things. In the end, leaving room for players to engage with gameplay to optimise their experience felt like the right thing to do.
Time controls are common in management sims, so I definitely understand that many players will expect them and be disappointed when they're not available. Hive Time intentionally bucks or subverts a number of genre conventions, and it's my hope that I've found ways to make it approachable and enjoyable for players regardless.
I have the opposite @BloodAngelBa. I feel the game can be a bit too fast sometime and for me it lessens the feeling of serenity when playing. But it's still a wonderful game. Thank you!
If it's helpful to know, the default Queen lifespan gives a lot of room for going slow, and the game won't punish you if you don't meet the 600 Jelly goal in time (unless you ticked the "Unforgiving game over" FYOF option when starting a new game). There are also FYOF options for disabling events and disasters, which can reduce the number of things competing for your attention.
Sorry I think my comment was a bit unclear. It is during the mid game segment I feel it can be a bit too fast. It's not that the goal of 600 jelly that is "the problem" (calling it a problem is a huge understatement), It's keeping track of everything for example balancing population and managing production. But it's probably just me getting overwhelmed a bit too easily and it's only for a short time. All this is extreme nitpicking. Your suggestion to disable events/disasters is great but it's also a great tools to learn the mechanics of the game and really satisfying to overcome.
Two other things:
1. I know you consider the game as finished, but are you considering more additions to the gameplay. For example goals/win conditions or more modifiers (like limiting upgrades).
2. I've run in to some problems that might be bugs (at least one of them). When reaching a population limit of about 1500 I can't seem to reach it regardless if I turn bee-sitters to 100%. It hovers around 800 bees. The problem might be that my computer is too slow.
I also found that when accessing Bee-pedia from the upgraded wax assembler you get the message "Something went wrong. It turns out that the 'wax_assembler' topic doesn't exist or isn't unlocked".
Regardless of all this the game is great and I've played it at least a hundred times. When I get a job again I will give a generous donation as a thanks for all your great work.
Thanks for the clarification and apologies or the assumption - I didn't realise you were talking about the mid-game!
Do you feel like resource needs/shortages drive a log of the instability/need for population and production management? I wanted the resource reserve system to give players some non-disruptive controls for managing/mitigating the impact of resource shortfalls, but I also wanted to structure the game so that players would likely experience friction first so that they would appreciate and understand how to use the reserve sliders when they got them.
Regarding point 1, I always wanted Hive Time to be a space where once a player had demonstrated that they understood the game's broad strokes, they could explore the extents of the simulation by setting their own goals. I've since discovered that many players aren't primed for that kind of experience, and I popped some suggestions in the "What now?" topic of the Beepedia's Help/Tips category. That said, "scenarios" were something that I had on my roadmap for what would have been the game's last major content update if things had've turned out differently.
To give some clarity to point 2, the under-the-hood mechanic for processing Beesitter labour allows up to three bees' worth of "birth debt" to be accumulated if the population is at its limit. This allows up to three bees to be spawned immediately at once as the population fluctuates so that there's no waiting period before the next bee appears. Because of this, your population will never be able to go above three bees per "tick" (a unit of game time that is not directly frame rate dependent, but will get longer if the game is running slowly) from Beesitter labour alone.
Whenever a new bee spawns at an upgraded nursery, there's a random chance for twins, which happens regardless of Beesitters or birth debt, so not having regular nurseries can push you a tiny bit higher, but there's still a theoretical limit that's affected by performance. It's also worth noting that Upgraded Beesitters' labour is worth more, so they'll reach that limit with fewer bees, making the maximum number of bees smaller (but the size of the non-Beesitter population would still be as large).
The most I've heard of someone having in the wild is 1800 bees, but I've tweaked how Beesitter labour is processed since then and haven't done a lot of thorough testing of where the fuzzy boundaries lie since. I might poke around with that next time I stream.
The Beepedia error is definitely a bug. I launched a new game today and need to give that most of my attention for a little while, but I'll get a patch with a fix for that out soon. Thanks!
Thanks again for your kind words. It's always nice to hear when Hive Time has resonated with someone. I'm very glad that Hive Time's pay-what-you-want model has prevented Hive Time from being a burden during a difficult time, and I hope your situation improves soon.
Hi! Sorry to hear that you're experiencing troubles.
v1.2-77 works on my Macs. As part of ongoing initiatives under the guise of "security," Apple have been making it progressively harder for developers to distribute games without engaging in Apple's distribution mechanisms, which is part of why I do not officially support anything newer than 10.14.
My best guess is that MacOS has "quarantined" Hive Time, and is displaying the "Hive Time is damaged" error when it would historically have shown a warning about the application being from an "unidentified developer." I'm uncertain why this is affecting the v1.2 build for you and not the v1.1 build, but you may be able to use the xattr command line tool with the -cr options to remove the quarantine flag from Hive Time.app.
Alternatively, you can install and run Hive Time through the Itch App, which will bypass that nonsense.
I would be interested to hear more about the glitching you were experiencing. If you have a save or a log file you're willing to share, please send that along with a description of the behaviour you were seeing to the support address listed in the "Technical help" section here on the store page.
I would like to hear more about the glitches you are experiencing. I haven't had any reports or seen anything during testing/development that matches that description.
If you have a save or a log file you're willing to share, please send that along with a description of the behaviour you 're seeing and some screenshots (if it's visible in screenshots) to the support address listed in the "Technical help" section here on the store page.
the glitch makes the game "shake" varying in severity, it's usually the bees flashing out of existence and then coming back but some times the map would also "shake" and "flash"
Hmm, definitely haven't heard of anything like that before. You're saying it only happens when storage is full, and stops once you use some resources or construct more storage? If the game is running slowly, does this still happen if you disable shadows and particles, and turn antialiasing off in the Video Settings menu?
I'd definitely be keen to see a log file and some system specs (in particular CPU, RAM, graphics chipset, and VRAM, but a model number should be enough for me to look that up if you're on Apple hardware). If you're able to get a short video, that would be helpful too. Best to send those through via email, since the log contains your home folder path when outputting where it saves games to.
I have the same problem with 1.2 on Catalina. The "unidentified developer" message is something different. I get that too with other apps and know how to fix it. It's not that.
Without more information, there's not much I can do. If you could answer the questions and provide the information requested in this post, that will help me look into the problem.
There is no video I can send you. The app doesn't start. I get an error message, which is in German and says exactly what UnoTheCard already posted. It includes a button with a question mark. If I click that button, I get to the explanation telling me "The app has been modified and its code differs from the original signed code." My machine is a mid-2012 MacBook Pro Retina running Catalina. Hope that helps.
Oh, I see! Since I'd given UniTheCard a solution, I had misread and assumed that you were talking about the visual glitching they also reported.
Launching the game through the Itch app should get you up and running. Alternatively, using the xattr command line tool with -cr flags on Hive Time.app should make it behave, but if you're not familiar with working in a terminal, that's likely to be fiddly.
If you enable Debug Mode, there's are shortcuts available to increase resource caps and give resources. You can find more information under the "Cheats and debug controls" section in the FAQ here on the store page.
Hi! The game autosaves every 10 minutes (unless you turn that off), and you can do manual saves either by going to the main menu and selecting save, or by pressing the quick save button. What exactly is the problem that you're experiencing?
Hi, thanks for replying. & Oh, ok. I didn't know it automatically saved. I also didn't know about the quick save button, which mainly solves the problem. The main menu save still is broken I'm pretty sure because it closes the game and when it reopens, it didn't save.
Going to the save menu shouldn't be closing the game.
Can you send me a copy of the game log from a play session where you've tried to save from the main menu to the address listed under the "Technical help" section here on the store page (instructions on where to find logs are in the "Log, save, and config file locations" section)?
Super excited about playing this game! :). I'm getting the sound garbled/stuttering issue upon opening the game. I hear it through the main games audio and when mousing over UI elements. I tried lowering the Bee Sound Count but nothing happened (probably cuse I'm only on the menu). Any ideas on how to solve this? Running a gaming computer, I'm 95% sure the problem isn't on my end.
Without knowing more about your system, I can't offer much insight. Since it's working happily with one soundcard and not another, I'd be looking at differences in sample rate, etc. between their configurations.
hello, I can't launch hive time, as soon as I run it there is the menu that appears but no icon appears and as soon as I click on the game window it launches the window asking me if i want to "close the game" or "wait for the game to respond" what can i do to fix this problem ?
Hi! Sorry to hear you're experiencing problems. If you could please email details of your system specs along with a copy of the game log if one exists to the address listed under Technical Help here on the store page, I'll take a look.
So,i got this weird thing on the right middle of my screen,it has a timer and a white bar shortening istelf,theres text that says 0% Give honey and 0% Kill builders,what is this?
This is a periodic gift vote that's enabled by default when chat integration is enabled. You can turn it of in the Community Settings menu. You can also press the Show Instructions button in there to get more information on each of the chat integration features.
Hello! Apologies for the off-topic comment, but I noticed that your recent review of Hive Time mentioned that you'd struggled with the Wax Audit event. In the v1.2-41 patch, the Wax requirement for that event has been reduced, and the effect notification (bottom right) more clearly states what the requirement is as the deadline ticks down.
The gift voting UI now also has "Gift vote" written on it to reduce possible confusion there ^_^
Hi! I used what this site calls "offset coordinates." I didn't have any references, and started by trying to work out the problem myself. Squishing a cartesian coordinate grid with every second row making up the next offset column, felt like the most workable solution, and after my initial implementation, I went hunting for alternatives to see if there were ways that might be a better fit for me/Hive Time. In the end, I was happy with what I had and stuck with it.
Thank you for your kind words. I'm glad to hear you've enjoyed the game :)
I hadn't played SimAnt until after Hive Time was released, but the original 1989 SimCity provided a lot of inspiration. I wrote a little about that here if you're interested.
That was really cool to read... I can definitely see how the inspirations shaped this game into the unique shape it took at the end! And I'm glad they did, because things like the playful little events happening in the hive and outside events like caterpillars needing jelly for ballet shoes and yellowjackets doing building demos really helped give it such a cute, fun personality beyond the simulation, and kept me playing long past my first hive becoming a thousand-bee-strong lag machine. :D
So many management sims put effort into abstracting the people within the simulation in a way that often ends up dehumanising them. Hive Time's events, vignettes and the ability to inspect/follow any bee were ways that I tried to make the game say that even in a generational community, each individual matters ^_^
Sorry to hear you're experiencing troubles. I don't think I've had this sort of problem reported before. Would you mind emailing me a copy of your game log from a play session where this has happened to the address listed under the "Technical help" section here on the store page?
Edit: Just to follow up in case anybody else is experiencing graphical glitches with Intel graphics chipsets on Windows, driver 26.20.100.7262 was causing issues that were resolved by 27.20.100.9168.
Hey, I've made a video about the game and wanted to share some feedback with you :D
-The main idea of the game and all the mechanics work very well together and make the game feel pretty solid.
-The visual style fits totally the game and makes the gameplay feel very organic.
-The game is pretty well polished and I haven't noticed any strange bug during the time I was playing.
In conclusion, the game is great and I hope you keep working on it or making new games. Hopefully this is useful for you :D, also if you could subscribe that would help me a lot :)
I've not heard of this before. That file is definitely not in the files I've uploaded, and I don't see it in the downloadable versions either.
Without knowing more information, I'd guess that the file is being created by some anti-malware software, possible triggered by the new version check if that has been enabled (there's a prompt on first run that asks whether or not the game should notify when a new version is available, and the setting can also be changed in the System Settings menu).
It would probably be best to follow up with your anti-malware vendor about the specifics of this.
Here is a bunch of random feedback. Just brainstorming...
- After completing a couple of hive, what is my incentive to keep playing? I would like some challenges, or some bosses to beat!
(Challenges could be optional. There could be a list or tree of challenges, any of which could be achieved on purpose or by accident.)
- Perhaps some kind of a story or journey, where I can place each new hive on a different part of the forest, and each part of the forest has a specific challenge to meet / threat to overcome.
- How do I know what could be improved about my hive? Perhaps show me efficiencies of current cells, so I can see which ones are performing better or worse. Then I can try to work out why!
(For example, this could be achieved with a heat map, so I can see which cells are efficiently hot, and which are inefficiently cold. It might help to flip through the different heatmaps for each different type of cell.)
- Similarly, let me compare the performance of different hives, so I can see if there is something about the current hive that could perform better (has performed better elsewhere).
- The spots on the exits are very small, so it's hard to see how many are taken and how many are free. Maybe extend the dots into bars, so they are larger and easier to see? (Or some other way of showing when they are over capacity. Maybe they could turn red when they are full.)
- Since the queen is the boss, perhaps she could give occasional instructions (challenges) which could yield a reward if they are achieved within the time period.
- Consider tweaking the menu: After a click it opens in a circle. How about after sub-click, the next circle appears centered around the clicked item, rather than centered around the original point.
- A recreation cell, which is a place where idle bees go to. This might be useful to 1. see how many idle bees there are, 2. position idle bees so they are near to where they might need to be in future, 3. give the hard-working bees a little break.
- If you wanted to simplify the game, you could skip the construction of empty cells and let specific cells be created directly. (Although empty cells might still be needed to extend the hive into new areas.)
- Building lots of the same type of cell becomes tedious. How about right-click on a cell to build the same thing as the previous?
Ah I see now that it's Shift-click. This was introduced right at the start of the tutorial, but that was a bit too early, before I needed it. I did eventually see it in the Settings (and the second time I started a new game.) Perhaps the optimum time to teach this to the user would be when they have just built 4 identical cells.
- Offer keys '?' or 'F1' to pop up a list of the keyboard/mouse shortcuts.
- Fighting the bear was not very exciting. I couldn't see anything happening. Some possibilities: 1. add some scary music, and 2. show a progress bar for the bear's attack, and a progress bar for our defence. Whichever one fills first will decide the outcome.
- I feel I have too much freedom in how to arrange my hive. How about bonuses for putting certain cells in certain places (like Scrabble or Infinitode have)? Then I would have to think a bit harder about where I want to put stuff, to make the hive optimal.
Advanced levels could have lots of obstructions, so it's more challenging to lay out the necessary shapes.
- Ideally the mouse wheel would zoom into the place where the cursor is pointing, rather than into the center of the screen.
- When spawning a new queen in a new hive, my system reports a lot of memory is consumed. Perhaps it might help to ensure the old hive is freed from memory and garbage collected, before spawning the new one. I'm on Linux. "ObjectDB instances leaked at exit (run with --verbose for details)"
- You told me that all cells are equidistant (bees travel equally fast no matter the distance). Would you consider changing that, to make positioning more important? ^_^
For example (and just for sharing) the following game Islanders is a curious redux. It increases the player's score for creating layouts with good proximity. And it doesn't even use any actors!
- Rendering: The bees are cute but their colours are sometimes similar to the cell behind them, so I cannot see them clearly. How about a thin border around each bee? Like cell shading, which seems popular in games these days. (Maybe a transparent grey outline, which would contrast with the white jelly and also with the black beeskin.)
- Rendering: Light diffusion would really help to make the bees and the cells look more real. Not easy to implement though.
- Rendering: I think the Depth of Field option looks odd because the projection is isomorphic. If you could switch to perspective projection when zooming in, the DOF might look better.
- Rendering: When completely zoomed out, you could switch to a top-down view, with no projection. (I am not desperate for this. It's just a thought.)
For example, the video game Carcassonne offers a perspective view mode and a top-down view mode. Players can choose whichever they prefer.
Thanks for the fun game! Interested to see where it goes in future.
Thanks for sharing your thoughts. Glad to hear that you're enjoying the game! I'll try to answer the direct questions and cover anything that is already in the game.
The core incentive to continue playing is whether or not you find that fun for its own sake. I've made and positioned Hive Time as a play-as-long-as-you're-having-fun type game in the vein of 1989's SimCity. I am wary of making the game more attractive to people who aren't finding the experience of playing intrinsically rewarding, since this will invariably lead toward experiences that are more negative than just not finding the mid to late game interesting. I have done some early design work on a goal tracking interface and loadable scenarios as part of a possible future update, but they'd be framed around inviting players to explore and discover creating their own goals/ways of playing rather than shifting the mid to late game's focus on to gameplay-extrinsic rewards (Beepedia entry unlocking is probably the closest the game gets to that).
Regarding bee efficiency and bees taking breaks (referred to as "bumbling" in-game), that already happens, though there is intentionally no specific cell type dedicated to or required for that. The Activity screen accessible from the upgraded Throne Room shows the ratio of idle bees to working bees over time for each role, and can be used to track that once playing at a scale where this can no longer be observed for a reasonable portion of the hive when zoomed in.
The Upgraded Workshop has a cell list that can be useful for seeing the number of given cell types (such as exits) and when viewed with the "three bees per cell" rule in mind, can give an idea of infrastructure load/redundancy.
I'm wary of doing anything that specifically guides players toward highly optimised play - one of the concepts that Hive Time is built around is that too much optimisation creates opportunities for risk and instability. There are efficiency cues and a little feedback there for players who want to pursue that sort of thing (and it can be fun), but I'm not sure that explicit framing would be a good fit for Hive Time's identity (this is why the Activity screen has the name it has, while it's is called "EfficiencyMenu" internally).
I'm not intending to make relative cell position more important - making layout primarily cosmetic was an intentional design choice aimed at simplifying the simulation and giving players freedom to make hives that look and feel interesting to them without having to work against the game. As a self-embraced constraint, designing layouts where storage needs to be near exits and production facilities is wonderful, but I don't want to impose these things beyond the adjacency requirements/bonuses that some cell types have. "Triple letter score" tiles have been on my todo list since the original jam prototype, but have been lower priority than all other development.
When we spoke last night, I think you mentioned that you were running an older version and needed to upgrade. I fixed some memory leaks recently - could you send me a copy of your game log when run with --verbose if you still continue to see the object leaks warning with a current build of the game?
I am not very familiar with sandbox games, although I am in favour of games that let the player express their own creativity (Minecraft and Captain Forever spring to mind).
I'm also fascinated how simple rules can produce unforeseen consequences, emergent phenomena. (Game creators do not always know the optimal strategies. It may take years for the players to discover them.)
I can certainly set some of my own placement goals. Thanks for the suggestion! I would like to balance optimal positioning along with redundancy, so the hive is not too fragile to attack. (So far I have managed to withstand all bear and wasp attacks, so I don't actually know what an attack looks like. So I think absorbing and surviving an attack should be one of my goals! Yay!)
I certainly wouldn't want to eat away at the sandbox style of the game. I was wondering if there might be a best-of-both worlds, so a player could choose whether to set their own goals, or achieve those suggested by the game. But perhaps the existence of one option negates the other.
On Freenode IRC you gave me some nice suggestions:
"What's the fastest you can get 600 jelly from scratch? What's the smallest population hive you can get 600 jelly with? Can you get 600 jelly without researching a jelly refinery? Can you get 600 jelly without upgrading anything but the Workshop?"
These are interesting ideas which I hadn't considered. Perhaps some suggestions like this could appear in the game, even if they aren't explicitly coded as challenges, as a starting point for people like me who never imagined setting their own goals.
I'll go back to the game with this new point of view (and --verbose) and see how I get on. Cheers!
Sorry for the slow response! I'd written a reply out last week, but it appears that I forgot to post it. Here's the vague gist!
Expectation management is tricky, and I try to be conscious about what I potentially lead players away from by having the game explicitly frame things as important.
I was hoping that the final tutorial, which shows a bunch of aesthetically different hive layouts would lead players toward considering aesthetic constraints, and organically discover the idea of exploring the simulation's boundaries from there. I'm open to supplementing that with a Beepedia topic in the Help/Tips section that suggests some of the kind of things I'd mentioned on IRC, though.
There are a couple of events within the game that require the player to do something within a time limit in order to avoid negative outcomes, though their presentation would benefit strongly from that goal tracking UI. If it happened, that update would bring in a number of new events with conditional outcomes along different axes, and it would also include loadable scenarios as another way of exposing alternative ways of playing (you can read a little about that here, but that's a large scale change, and outside of smaller patches, Hive Time's future is currently uncertain).
I found out about this game from Delta's Youtube channel. Hive Time is a nice time! It's one of the big boys in Delta's channel. I plan on playing this soon!
You have you build that storage and have 600 Jelly at once to spend on a new Queen. The game is pretty forgiving and will let you keep playing if you don't make it (unless you ticked the "Unforgiving game over" FYOF option when starting a new game). It feels big at first, but it's designed in a way that makes it trivial for experienced players to reach and (hopefully) guides new players toward the skills they need in order to find positive experiences when building subsequent hives.
Played the game for about 2 hours which was enough time for me to complete the main cycle of it. Really fun and absolutely love the hex and art design as well as the upgrades you can do with joined tiles.
The population system took me a bit to get used to but in the end I was able to find the perfect balance and complete all upgrades.
Thanks for the game! It was a very pleasurable experience!
And now that I've got the game running without accidentally disappearing my own progress (debug with caution, folks), I can say that this management game definitely scratches my itch. It's cute, it's satisfying, and it keeps you on your toes without driving you nuts. It is, as they say, the bee's knees.
One change I'd like to implement, if it is possible: earmarking resources for an expenditure. On a few occasions, I had almost enough stuff to buy something, like a research project or a refinery upgrade, and when I got enough to get it, I went to click the button to make my purchase, but then the resources got used (usually pollen) and I didn't have enough. I would like some system to earmark resources so that they can't be used, or so that they get used immediately and automatically once they're available. Is this possible?
There are two options included in the game for managing these sorts of situations. The first is that you can pause production - this is fiddly, but allows for some control early on and provides some opportunity to understand the value of the second option before it becomes available.
The second is to use the reserve sliders that are enabled by upgraded storage cells, which set aside an amount that can't be used by production. At some point, I'd like to add a shortcut for setting reserves based on a build action or research item's cost, but that's low on the priority list for now.
A curious bug: the research that I did is disappearing. I put in the time and resources to research how to build just about everything, but now it's saying that I haven't done the research, and now I can't build cells I used to be able to build. Is anyone else having this issue?
Just in case anybody else experiences something similar, after reviewing logs, it turned out that a debug shortcut that resets research (among other things) was pressed while debug mode was enabled.
Played my 1st game fun I lost..was doing fine a bear and lax gameplay got me behind the ball and wasnt able to catch up! lol My 2nd time around will be different. I got this game in the
This is a really good game! However, the Mac version of the game crashes randomly (it may crash when I try to open a save. It also may crash during the game) It also sucks too much battery out of my mac. If you can fix these issues, I will rate this game 5 stars.
Hi! Sorry to hear that you're experiencing crashes. If you can email me a copy of a game log from a play session that included a crash, one of the saves that the game has crashed while loading, and your system specs to the email address listed under the technical support section here on the store page, I'll be able to dig in and take a look.
I might not be able to do much about battery performance, but I've got some ideas to try and can give you a link to a test build once I've got some more details.
Godot Engine v3.2.2.stable.official - https://godotengine.org OpenGL ES 3.0 Renderer: Intel(R) Iris(TM) Plus Graphics 650
Setting up population menu Loading external resources Loaded Queen portraits: [portrait_03.png, portrait_02.png, portrait_08.png, portrait_07.png, portrait_05.png, portrait_06.png, portrait_01.png, portrait_04.png] Done Checking settings file version Found: v1.1-54-g54da5fc0 Game version: v1.1-54-g54da5fc0 Running on OSX Loading fonts from /Applications/Hive Time.app/Contents/MacOS/../Resources/./fonts/ Loaded HUD font as [DynamicFontData:4211] Loaded misc font as [DynamicFontData:4212] Loaded bold misc font as [DynamicFontData:4213] Reminder status 0 Setting action list Unable to load user config. No custom bindings defined. Checking for new builds **ERROR**: getaddrinfo failed! Cannot resolve hostname. At: drivers/unix/ip_unix.cpp:112:_resolve_hostname() - getaddrinfo failed! Cannot resolve hostname. Unable to connect to game's website to check for latest version. Displaying unable to check for new version notice Loading from 2020-09-24_21-42-55_autosave.save Clearing existing data Loading external resources Done Loading queen count at 0 Checking effect conditions {min_stock:{jelly:600}} New queen name is Carmen Queen actions: 9 Queen idles: 5 Using suggested target [Spatial:17745] Using suggested target [Spatial:17745] Using suggested target [Spatial:16795] Using suggested target [Spatial:17755] Queen count after importing at 1 Showing event Loading zone Playing default event track Finished loading saved game. Playing music track background/QuietEvening.ogg Next event should occur in 220 Showing event This means something Next vignette should occur in 56 Finished finishing building cell Displaying research Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Displaying research Activating vignette3 on [Spatial:16745] Showing event My kingdom for a harder carapace Next vignette should occur in 61 Finished finishing building cell Finished finishing building cell Displaying research Completing research of Honey Storage Trying to update research when no research is selected. Displaying research Spawning a special bee Faith Activating vignette2 on [Spatial:15725] Finished finishing building cell Showing event Slow lane Next vignette should occur in 60 Finished finishing building cell Finished finishing building cell Displaying research Activating vignette5 on [Spatial:17795] Showing event Does it have your name on it? Next vignette should occur in 51 Playing music track interstitial/beeback-ukeg1a.ogg Checks passed Showing event Comes with a "figurative guarantee" Playing music track [AudioStreamOGGVorbis:60080] Next event should occur in 234 Checking for 13 Checking for available upgrade Displaying research Activating vignette5 on [Spatial:16785] Showing event Occupational hazards Toggling debug stuff Null Next vignette should occur in 61 Queuing special event The foundation of a successful hive!in -1 Checks passed Showing event The foundation of a successful hive! Checking effect conditions {min_stock:{jelly:600}} Next event should occur in 245 Finished finishing building cell Finished finishing building cell Activating vignette9 on [Spatial:15795] Showing event The fanciest of seats Next event should occur in 268 Showing event An accident Next vignette should occur in 70 Playing music track background/AfternoonBreeze.ogg Displaying research Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Activating vignette8 on [Spatial:15775] Showing event Sometimes it just don't work out Next vignette should occur in 49 Displaying research Activating vignette9 on [Spatial:15805] Showing event Honey all the way Next vignette should occur in 45 Finished finishing building cell Finished finishing building cell Showing event All they ever make is candles Next event should occur in 258 Showing event Sweet, sticky, and 100% made by bees Next event should occur in 240 Activating vignette8 on [Spatial:15775] Showing event Come by and check it out sometime Next vignette should occur in 70 Spawning a special bee Freya Finished finishing building cell Showing event Gateway to a world beyond Next event should occur in 242 Finished finishing building cell Activating vignette8 on [Spatial:15735] Playing music track interstitial/beeback-marimba1.ogg Closing radial menu? Showing event It's not that bad Next vignette should occur in 53 Saving to 2020-09-24_21-42-55_autosave.save Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Activating vignette2 on [Spatial:15705] Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Next vignette should occur in 74 Playing music track background/MorningBuzz.ogg Showing event Wide open spaces Showing Beepedia category cells Showing Beepedia topic grid Using img_9712.png for fact Programatically hitting event's right button. Next event should occur in 241 Closing Beepedia? Showing Beepedia category leave Activating vignette9 on [Spatial:15815] Next vignette should occur in 65 Spawning a special bee Yoshi Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Finished finishing building cell Activating vignette8 on [Spatial:15755] Finished finishing building cell Showing event I'm lichen this Next vignette should occur in 51 Returning to main menu Reminder status 0 Checking for new builds **ERROR**: getaddrinfo failed! Cannot resolve hostname. At: drivers/unix/ip_unix.cpp:112:_resolve_hostname() - getaddrinfo failed! Cannot resolve hostname. Unable to connect to game's website to check for latest version. Displaying unable to check for new version notice Saving to 2020-09-24_21-42-55.save Showing event What a save! Playing default event track Playing music track [AudioStreamOGGVorbis:113678] Next event should occur in 235 Returning to main menu Reminder status 0 **WARNING**: ObjectDB instances leaked at exit (run with --verbose for details). At: core/object.cpp:2135:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details). **ERROR**: Resources still in use at exit (run with --verbose for details). At: core/resource.cpp:477:clear() - Resources still in use at exit (run with --verbose for details).
Hi again! Thanks for the system specs (you may want to edit out the UUID and serial number as that could end up being personally identifying). Unfortunately, that log does not appear to be from a play session where a crash occurred. The game was quit from the main menu after saving.
If you can send me a copy of a log from a play session where a crash has occurred via email as requested, then I'll be able to look into it for you and correspond to identify possible solutions.
This email address didn't work. (nevermind I found out that it is bush not brush) I want to send a .txt of a crash log that appeared after Hive Time crashed. (It actually crashed 2 times). It was made by Apple software, not by Hive Time itself. (Apple makes a crash log after an application crashes)
I've received those and have been looking into it. I sent a reply requesting some extra information. Hope fully we'll be able to work out what's going on!
I didn't play the game that much yet, but one thing that makes a bad first impression for me at least is the "tutorial". Since the first thing you see when starting your first new hive is literally a bunch of controls with a little long explanation for it, I feel overwhelmed with information and a step by step of who the controls work basically would be way easier to follow up. Also, the fact than when you start a new hive, all the option of how to configure it shows up even if it's the first time you play is kinda weird since you literally can't know what the options do.
Horses for courses! I've had new players say they appreciate knowing that there are options that they can come back to fiddle with if things aren't working for them, but it's normal for one solution to not be a good fit for everyone and it's OK to not appreciate the way that Hive Time does things. Sorry to hear that you haven't had a pleasant experience!
I find that step-by-step controls tutorials introduce gratuitous gating that I don't think is a good fit for this style of game, but I'll have a think about whether an optional detailed controls tutorial makes sense. The first tutorial's main purpose is to prime players to later think, "Oh yeah, that first tutorial mentioned a repeat shortcut - I should check in the Controls Settings menu to see what that was," rather than to have players memorise all four of the buttons that the tutorial talks about.
In case knowing makes things feel less overwhelming, you can revisit past tutorials at any time in the Beepedia (the left icon in at the bottom of the screen). You can also find out a bit more about each "Find Your Own Fun" option on the New Game menu by hovering the mouse over it, though they all have more context once you've played a little.
If it's a better fit for you, you can disable tutorials entirely from the New Game menu (which will unlock all tutorials in the Beepedia) and explore/discover things as you play - that's how I designed the game to be played from the beginning. The tutorial and research tree are mostly there to help make the game more accessible to people outside of its core audience or who aren't interested in the kind of self-directed experience that Hive Time is intended to be.
Hi! Last time I tried a GLES 2 export, the game didn't look or behave properly (colours/lighting will be wrong, particle effects will be missing), but if you want to try, you can run the game from a terminal with the following command line argument:
This game is so sweet. It has a nice and simple, yet beautiful, art style. The challenge level of your play through is can be customized too, so if you like being tortured that's fine, but you can also just vibe. I love that the bees seem to have personality and the random events made me happy. Just a really warm happy game.
Okeydokey. I found a bug where the Queen could climb if a game was saved while the Throne Room was "popped" on mouse over, and then that game was loaded with the mouse cursor not being over the Throne Room, resulting in the Queen being spawned at her higher "popped" position. I also found a possible bug where switching between inspect mode while having the mouse over/not over the Queen and Throne Room in certain combinations (combinations more likely when the camera is tilted) could also result in some oddness.
I've got fixes for both of these, and something to check for bad saved Queen positions that will go out in the next patch. Unless something more specific rears its head, I'm happy to assume for now that these will address what you've experienced.
Hi! Sorry to hear that you're experiencing problems.
Without knowing what it says about OpenGL, I can't offer any advice. You will probably also need to give me version details for your operating system, graphics card, and graphics driver. If you can send all of that along with a copy of the game log to the address listed under the Technical Support section in the F.A.Q. here on the store page, I'll be happy to look further into what's happening.
When enabling the option to customize any bees, then renaming the Queen, the new name does not update for the Queen portrait at the bottom right corner of the screen.
Hi! It will not be possible to translate all of the game's text. Unfortunately, Hive Time began life as a game jam project without localisation in mind, and many of its strings aren't exposed externally. The game also generates some pluralisation and punctuation, which will be wrong in other languages.
It's best to think of the json folder as a template for the game's data files. If you copy this folder to your Hive Time user folder (see details in the FAQ or click the "Open user folder" button in the Settings menu), then it will override the built-in data files.
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Good job I can tell you put a lot of thought into the way everything works, I'm looking forward to playing it more tonight.
Cheers, I hope you continue to find it interesting!
fantastic game. Reminds me of how much I loved clash of clans. Very polished, fun and addictive. I'm absolutely recommending this to people.
Thanks for your kind words! I'm glad to hear it's resonated with you :)
So this game is super fun so far. My only complaint is as far as i can tell there is no fast forward button and that kinda sucks. but it is cute and relaxing and all the fun facts is so cool!
Thanks for your kind words! :)
If it's helpful, here are some thoughts on why Hive Time doesn't have time controls.
I experimented with time controls very early in development and found that it made it more difficult for players to observe the hive's details, which in turn affected how much room there was for being thoughtful about the impact of management decisions as well as how responsive players could be to unfolding situations (all of which are key to the game's intended experience in my eyes).
In most situations, there are ways that the game's management systems expose ways of speeding things up (eg: rebalancing population diversity to help research finish sooner or using pollination to increase pollen/nectar throughput). Time controls also seemed like they would take away any time that players could use to experiment and discover these sorts of things. In the end, leaving room for players to engage with gameplay to optimise their experience felt like the right thing to do.
Time controls are common in management sims, so I definitely understand that many players will expect them and be disappointed when they're not available. Hive Time intentionally bucks or subverts a number of genre conventions, and it's my hope that I've found ways to make it approachable and enjoyable for players regardless.
Hope that sheds some light!
I have the opposite @BloodAngelBa. I feel the game can be a bit too fast sometime and for me it lessens the feeling of serenity when playing. But it's still a wonderful game. Thank you!
/Bo
Thanks for your kind words also!
If it's helpful to know, the default Queen lifespan gives a lot of room for going slow, and the game won't punish you if you don't meet the 600 Jelly goal in time (unless you ticked the "Unforgiving game over" FYOF option when starting a new game). There are also FYOF options for disabling events and disasters, which can reduce the number of things competing for your attention.
Sorry I think my comment was a bit unclear. It is during the mid game segment I feel it can be a bit too fast. It's not that the goal of 600 jelly that is "the problem" (calling it a problem is a huge understatement), It's keeping track of everything for example balancing population and managing production. But it's probably just me getting overwhelmed a bit too easily and it's only for a short time. All this is extreme nitpicking. Your suggestion to disable events/disasters is great but it's also a great tools to learn the mechanics of the game and really satisfying to overcome.
Two other things:
1. I know you consider the game as finished, but are you considering more additions to the gameplay. For example goals/win conditions or more modifiers (like limiting upgrades).
2. I've run in to some problems that might be bugs (at least one of them). When reaching a population limit of about 1500 I can't seem to reach it regardless if I turn bee-sitters to 100%. It hovers around 800 bees. The problem might be that my computer is too slow.
I also found that when accessing Bee-pedia from the upgraded wax assembler you get the message "Something went wrong. It turns out that the 'wax_assembler' topic doesn't exist or isn't unlocked".
Regardless of all this the game is great and I've played it at least a hundred times. When I get a job again I will give a generous donation as a thanks for all your great work.
Thanks for the clarification and apologies or the assumption - I didn't realise you were talking about the mid-game!
Do you feel like resource needs/shortages drive a log of the instability/need for population and production management? I wanted the resource reserve system to give players some non-disruptive controls for managing/mitigating the impact of resource shortfalls, but I also wanted to structure the game so that players would likely experience friction first so that they would appreciate and understand how to use the reserve sliders when they got them.
Regarding point 1, I always wanted Hive Time to be a space where once a player had demonstrated that they understood the game's broad strokes, they could explore the extents of the simulation by setting their own goals. I've since discovered that many players aren't primed for that kind of experience, and I popped some suggestions in the "What now?" topic of the Beepedia's Help/Tips category. That said, "scenarios" were something that I had on my roadmap for what would have been the game's last major content update if things had've turned out differently.
To give some clarity to point 2, the under-the-hood mechanic for processing Beesitter labour allows up to three bees' worth of "birth debt" to be accumulated if the population is at its limit. This allows up to three bees to be spawned immediately at once as the population fluctuates so that there's no waiting period before the next bee appears. Because of this, your population will never be able to go above three bees per "tick" (a unit of game time that is not directly frame rate dependent, but will get longer if the game is running slowly) from Beesitter labour alone.
Whenever a new bee spawns at an upgraded nursery, there's a random chance for twins, which happens regardless of Beesitters or birth debt, so not having regular nurseries can push you a tiny bit higher, but there's still a theoretical limit that's affected by performance. It's also worth noting that Upgraded Beesitters' labour is worth more, so they'll reach that limit with fewer bees, making the maximum number of bees smaller (but the size of the non-Beesitter population would still be as large).
The most I've heard of someone having in the wild is 1800 bees, but I've tweaked how Beesitter labour is processed since then and haven't done a lot of thorough testing of where the fuzzy boundaries lie since. I might poke around with that next time I stream.
The Beepedia error is definitely a bug. I launched a new game today and need to give that most of my attention for a little while, but I'll get a patch with a fix for that out soon. Thanks!
Thanks again for your kind words. It's always nice to hear when Hive Time has resonated with someone. I'm very glad that Hive Time's pay-what-you-want model has prevented Hive Time from being a burden during a difficult time, and I hope your situation improves soon.
v1.2 for mac is quote
“Hive Time” is damaged and can’t be opened. You should move it to the Trash.
which is why I played v1.1
v1.1's bees kept glitching when my resources are at max so now im waiting for v1.3
It's a good game from what I can tell from v1.1
Hi! Sorry to hear that you're experiencing troubles.
v1.2-77 works on my Macs. As part of ongoing initiatives under the guise of "security," Apple have been making it progressively harder for developers to distribute games without engaging in Apple's distribution mechanisms, which is part of why I do not officially support anything newer than 10.14.
My best guess is that MacOS has "quarantined" Hive Time, and is displaying the "Hive Time is damaged" error when it would historically have shown a warning about the application being from an "unidentified developer." I'm uncertain why this is affecting the v1.2 build for you and not the v1.1 build, but you may be able to use the xattr command line tool with the -cr options to remove the quarantine flag from Hive Time.app.
Alternatively, you can install and run Hive Time through the Itch App, which will bypass that nonsense.
I would be interested to hear more about the glitching you were experiencing. If you have a save or a log file you're willing to share, please send that along with a description of the behaviour you were seeing to the support address listed in the "Technical help" section here on the store page.
Hope that helps!
That helped a lot. Thanks
although the it's still glitchy it's playable and fun
I would like to hear more about the glitches you are experiencing. I haven't had any reports or seen anything during testing/development that matches that description.
If you have a save or a log file you're willing to share, please send that along with a description of the behaviour you 're seeing and some screenshots (if it's visible in screenshots) to the support address listed in the "Technical help" section here on the store page.
the glitch makes the game "shake" varying in severity, it's usually the bees flashing out of existence and then coming back but some times the map would also "shake" and "flash"
Hmm, definitely haven't heard of anything like that before. You're saying it only happens when storage is full, and stops once you use some resources or construct more storage? If the game is running slowly, does this still happen if you disable shadows and particles, and turn antialiasing off in the Video Settings menu?
I'd definitely be keen to see a log file and some system specs (in particular CPU, RAM, graphics chipset, and VRAM, but a model number should be enough for me to look that up if you're on Apple hardware). If you're able to get a short video, that would be helpful too. Best to send those through via email, since the log contains your home folder path when outputting where it saves games to.
Hi! I haven't seen any of the files/information I requested come through. If you've send them and they didn't make it to me, let me know!
I have the same problem with 1.2 on Catalina. The "unidentified developer" message is something different. I get that too with other apps and know how to fix it. It's not that.
Without more information, there's not much I can do. If you could answer the questions and provide the information requested in this post, that will help me look into the problem.
Hi! I haven't seen any of the files/information I requested come through. If you've send them and they didn't make it to me, let me know!
There is no video I can send you. The app doesn't start. I get an error message, which is in German and says exactly what UnoTheCard already posted. It includes a button with a question mark. If I click that button, I get to the explanation telling me "The app has been modified and its code differs from the original signed code." My machine is a mid-2012 MacBook Pro Retina running Catalina. Hope that helps.
Oh, I see! Since I'd given UniTheCard a solution, I had misread and assumed that you were talking about the visual glitching they also reported.
Launching the game through the Itch app should get you up and running. Alternatively, using the xattr command line tool with -cr flags on Hive Time.app should make it behave, but if you're not familiar with working in a terminal, that's likely to be fiddly.
Sorry for the mixup!
try this:
1) download the game, extract the zip and move the game into your Applications folder.
2) in a terminal type "xattr -cr /Applications/Hive\ Time.app"
3) open/ run the game as normal
If you enable Debug Mode, there's are shortcuts available to increase resource caps and give resources. You can find more information under the "Cheats and debug controls" section in the FAQ here on the store page.
Hope that helps!
Enjoy!
doesnt save progress
Hi! The game autosaves every 10 minutes (unless you turn that off), and you can do manual saves either by going to the main menu and selecting save, or by pressing the quick save button. What exactly is the problem that you're experiencing?
Hi, thanks for replying. & Oh, ok. I didn't know it automatically saved. I also didn't know about the quick save button, which mainly solves the problem. The main menu save still is broken I'm pretty sure because it closes the game and when it reopens, it didn't save.
Going to the save menu shouldn't be closing the game.
Can you send me a copy of the game log from a play session where you've tried to save from the main menu to the address listed under the "Technical help" section here on the store page (instructions on where to find logs are in the "Log, save, and config file locations" section)?
Yes, I just sent an email to that address with the log attached.
Thanks! I sent through a test build with extra logging. If you haven't received that, let me know.
Nice 5 Stars.
Thanks for your kind words ^_^
Super excited about playing this game! :). I'm getting the sound garbled/stuttering issue upon opening the game. I hear it through the main games audio and when mousing over UI elements. I tried lowering the Bee Sound Count but nothing happened (probably cuse I'm only on the menu). Any ideas on how to solve this? Running a gaming computer, I'm 95% sure the problem isn't on my end.
It seems its only happening with my headphones(bluetooth) and not my speakers. But my headphones work fine for everything else. (Arctic 7 headphones)
Hi! Sorry to hear you're experiencing problems.
Without knowing more about your system, I can't offer much insight. Since it's working happily with one soundcard and not another, I'd be looking at differences in sample rate, etc. between their configurations.
Hi! Sorry to hear you're experiencing problems. If you could please email details of your system specs along with a copy of the game log if one exists to the address listed under Technical Help here on the store page, I'll take a look.
Hi again! I haven't spotted an email come through. Are you still experiencing problems?
So,i got this weird thing on the right middle of my screen,it has a timer and a white bar shortening istelf,theres text that says 0% Give honey and 0% Kill builders,what is this?
This is a periodic gift vote that's enabled by default when chat integration is enabled. You can turn it of in the Community Settings menu. You can also press the Show Instructions button in there to get more information on each of the chat integration features.
ok thanks!
Hello! Apologies for the off-topic comment, but I noticed that your recent review of Hive Time mentioned that you'd struggled with the Wax Audit event. In the v1.2-41 patch, the Wax requirement for that event has been reduced, and the effect notification (bottom right) more clearly states what the requirement is as the deadline ticks down.
The gift voting UI now also has "Gift vote" written on it to reduce possible confusion there ^_^
Hope that helps!
thank you or else my hive would be wax only lol
Ha ha, it only would have been 30% Wax storage at most (you needed 3 Wax per cell, and each non-upgraded Wax storage cell holds 10).
Hi! I'm curious, what is your way to store and access hexs in your map grid? Abd why did you choose this approach?
I know that there are a few different approaches to storing hexs. And I want to research this theme a little deeper.
Hi! I used what this site calls "offset coordinates." I didn't have any references, and started by trying to work out the problem myself. Squishing a cartesian coordinate grid with every second row making up the next offset column, felt like the most workable solution, and after my initial implementation, I went hunting for alternatives to see if there were ways that might be a better fit for me/Hive Time. In the end, I was happy with what I had and stuck with it.
I had a delightful time with this! It reminds me of playing Sim Ant but in an even more fun, adorable way. <3
Thank you for your kind words. I'm glad to hear you've enjoyed the game :)
I hadn't played SimAnt until after Hive Time was released, but the original 1989 SimCity provided a lot of inspiration. I wrote a little about that here if you're interested.
That was really cool to read... I can definitely see how the inspirations shaped this game into the unique shape it took at the end! And I'm glad they did, because things like the playful little events happening in the hive and outside events like caterpillars needing jelly for ballet shoes and yellowjackets doing building demos really helped give it such a cute, fun personality beyond the simulation, and kept me playing long past my first hive becoming a thousand-bee-strong lag machine. :D
Yay! :D
So many management sims put effort into abstracting the people within the simulation in a way that often ends up dehumanising them. Hive Time's events, vignettes and the ability to inspect/follow any bee were ways that I tried to make the game say that even in a generational community, each individual matters ^_^
Sorry to hear you're experiencing troubles. I don't think I've had this sort of problem reported before. Would you mind emailing me a copy of your game log from a play session where this has happened to the address listed under the "Technical help" section here on the store page?
Edit: Just to follow up in case anybody else is experiencing graphical glitches with Intel graphics chipsets on Windows, driver 26.20.100.7262 was causing issues that were resolved by 27.20.100.9168.
It's hip to hug bees.
Very much so <3
Hey, I've made a video about the game and wanted to share some feedback with you :D
-The main idea of the game and all the mechanics work very well together and make the game feel pretty solid.-The visual style fits totally the game and makes the gameplay feel very organic.
-The game is pretty well polished and I haven't noticed any strange bug during the time I was playing.
In conclusion, the game is great and I hope you keep working on it or making new games. Hopefully this is useful for you :D, also if you could subscribe that would help me a lot :)
Regards
Thanks for your kind words ^_^
You are welcome :D
Had an amazing time streaming this game (Miss_Ikari here!) , thinks Cheese for dropping by and having fun with the chat integration features :)
Yay! Glad that you had a good time. It was a pleasure to bee there :)
I've not heard of this before. That file is definitely not in the files I've uploaded, and I don't see it in the downloadable versions either.
Without knowing more information, I'd guess that the file is being created by some anti-malware software, possible triggered by the new version check if that has been enabled (there's a prompt on first run that asks whether or not the game should notify when a new version is available, and the setting can also be changed in the System Settings menu).
It would probably be best to follow up with your anti-malware vendor about the specifics of this.
Wow, this is a very nice looking game, I particularly like the colors and gameplay dynamics. It`s pretty unique so will give it a try this week!
Thanks for your kind words. I hope you find it interesting!
I`m sure I will. Looks like a very good work!
Really cute and positive-minded game!
Here is a bunch of random feedback. Just brainstorming...
- After completing a couple of hive, what is my incentive to keep playing? I would like some challenges, or some bosses to beat!
(Challenges could be optional. There could be a list or tree of challenges, any of which could be achieved on purpose or by accident.)
- Perhaps some kind of a story or journey, where I can place each new hive on a different part of the forest, and each part of the forest has a specific challenge to meet / threat to overcome.
- How do I know what could be improved about my hive? Perhaps show me efficiencies of current cells, so I can see which ones are performing better or worse. Then I can try to work out why!
(For example, this could be achieved with a heat map, so I can see which cells are efficiently hot, and which are inefficiently cold. It might help to flip through the different heatmaps for each different type of cell.)
- Similarly, let me compare the performance of different hives, so I can see if there is something about the current hive that could perform better (has performed better elsewhere).
- The spots on the exits are very small, so it's hard to see how many are taken and how many are free. Maybe extend the dots into bars, so they are larger and easier to see? (Or some other way of showing when they are over capacity. Maybe they could turn red when they are full.)
- Since the queen is the boss, perhaps she could give occasional instructions (challenges) which could yield a reward if they are achieved within the time period.
- Consider tweaking the menu: After a click it opens in a circle. How about after sub-click, the next circle appears centered around the clicked item, rather than centered around the original point.
- A recreation cell, which is a place where idle bees go to. This might be useful to 1. see how many idle bees there are, 2. position idle bees so they are near to where they might need to be in future, 3. give the hard-working bees a little break.
- If you wanted to simplify the game, you could skip the construction of empty cells and let specific cells be created directly. (Although empty cells might still be needed to extend the hive into new areas.)
- Building lots of the same type of cell becomes tedious. How about right-click on a cell to build the same thing as the previous?
Ah I see now that it's Shift-click. This was introduced right at the start of the tutorial, but that was a bit too early, before I needed it. I did eventually see it in the Settings (and the second time I started a new game.) Perhaps the optimum time to teach this to the user would be when they have just built 4 identical cells.
- Offer keys '?' or 'F1' to pop up a list of the keyboard/mouse shortcuts.
- Fighting the bear was not very exciting. I couldn't see anything happening. Some possibilities: 1. add some scary music, and 2. show a progress bar for the bear's attack, and a progress bar for our defence. Whichever one fills first will decide the outcome.
- I feel I have too much freedom in how to arrange my hive. How about bonuses for putting certain cells in certain places (like Scrabble or Infinitode have)? Then I would have to think a bit harder about where I want to put stuff, to make the hive optimal.
Advanced levels could have lots of obstructions, so it's more challenging to lay out the necessary shapes.
- Ideally the mouse wheel would zoom into the place where the cursor is pointing, rather than into the center of the screen.
- When spawning a new queen in a new hive, my system reports a lot of memory is consumed. Perhaps it might help to ensure the old hive is freed from memory and garbage collected, before spawning the new one. I'm on Linux. "ObjectDB instances leaked at exit (run with --verbose for details)"
- You told me that all cells are equidistant (bees travel equally fast no matter the distance). Would you consider changing that, to make positioning more important? ^_^
For example (and just for sharing) the following game Islanders is a curious redux. It increases the player's score for creating layouts with good proximity. And it doesn't even use any actors!
- Rendering: The bees are cute but their colours are sometimes similar to the cell behind them, so I cannot see them clearly. How about a thin border around each bee? Like cell shading, which seems popular in games these days. (Maybe a transparent grey outline, which would contrast with the white jelly and also with the black beeskin.)
- Rendering: Light diffusion would really help to make the bees and the cells look more real. Not easy to implement though.
- Rendering: I think the Depth of Field option looks odd because the projection is isomorphic. If you could switch to perspective projection when zooming in, the DOF might look better.
- Rendering: When completely zoomed out, you could switch to a top-down view, with no projection. (I am not desperate for this. It's just a thought.)
For example, the video game Carcassonne offers a perspective view mode and a top-down view mode. Players can choose whichever they prefer.
Thanks for the fun game! Interested to see where it goes in future.
Thanks for sharing your thoughts. Glad to hear that you're enjoying the game! I'll try to answer the direct questions and cover anything that is already in the game.
The core incentive to continue playing is whether or not you find that fun for its own sake. I've made and positioned Hive Time as a play-as-long-as-you're-having-fun type game in the vein of 1989's SimCity. I am wary of making the game more attractive to people who aren't finding the experience of playing intrinsically rewarding, since this will invariably lead toward experiences that are more negative than just not finding the mid to late game interesting. I have done some early design work on a goal tracking interface and loadable scenarios as part of a possible future update, but they'd be framed around inviting players to explore and discover creating their own goals/ways of playing rather than shifting the mid to late game's focus on to gameplay-extrinsic rewards (Beepedia entry unlocking is probably the closest the game gets to that).
Regarding bee efficiency and bees taking breaks (referred to as "bumbling" in-game), that already happens, though there is intentionally no specific cell type dedicated to or required for that. The Activity screen accessible from the upgraded Throne Room shows the ratio of idle bees to working bees over time for each role, and can be used to track that once playing at a scale where this can no longer be observed for a reasonable portion of the hive when zoomed in.
The Upgraded Workshop has a cell list that can be useful for seeing the number of given cell types (such as exits) and when viewed with the "three bees per cell" rule in mind, can give an idea of infrastructure load/redundancy.
I'm wary of doing anything that specifically guides players toward highly optimised play - one of the concepts that Hive Time is built around is that too much optimisation creates opportunities for risk and instability. There are efficiency cues and a little feedback there for players who want to pursue that sort of thing (and it can be fun), but I'm not sure that explicit framing would be a good fit for Hive Time's identity (this is why the Activity screen has the name it has, while it's is called "EfficiencyMenu" internally).
I'm not intending to make relative cell position more important - making layout primarily cosmetic was an intentional design choice aimed at simplifying the simulation and giving players freedom to make hives that look and feel interesting to them without having to work against the game. As a self-embraced constraint, designing layouts where storage needs to be near exits and production facilities is wonderful, but I don't want to impose these things beyond the adjacency requirements/bonuses that some cell types have. "Triple letter score" tiles have been on my todo list since the original jam prototype, but have been lower priority than all other development.
When we spoke last night, I think you mentioned that you were running an older version and needed to upgrade. I fixed some memory leaks recently - could you send me a copy of your game log when run with --verbose if you still continue to see the object leaks warning with a current build of the game?
Thanks for the responses.
I am not very familiar with sandbox games, although I am in favour of games that let the player express their own creativity (Minecraft and Captain Forever spring to mind).
I'm also fascinated how simple rules can produce unforeseen consequences, emergent phenomena. (Game creators do not always know the optimal strategies. It may take years for the players to discover them.)
I can certainly set some of my own placement goals. Thanks for the suggestion! I would like to balance optimal positioning along with redundancy, so the hive is not too fragile to attack. (So far I have managed to withstand all bear and wasp attacks, so I don't actually know what an attack looks like. So I think absorbing and surviving an attack should be one of my goals! Yay!)
I certainly wouldn't want to eat away at the sandbox style of the game. I was wondering if there might be a best-of-both worlds, so a player could choose whether to set their own goals, or achieve those suggested by the game. But perhaps the existence of one option negates the other.
On Freenode IRC you gave me some nice suggestions:
"What's the fastest you can get 600 jelly from scratch? What's the smallest population hive you can get 600 jelly with? Can you get 600 jelly without researching a jelly refinery? Can you get 600 jelly without upgrading anything but the Workshop?"
These are interesting ideas which I hadn't considered. Perhaps some suggestions like this could appear in the game, even if they aren't explicitly coded as challenges, as a starting point for people like me who never imagined setting their own goals.
I'll go back to the game with this new point of view (and --verbose) and see how I get on. Cheers!
Sorry for the slow response! I'd written a reply out last week, but it appears that I forgot to post it. Here's the vague gist!
Expectation management is tricky, and I try to be conscious about what I potentially lead players away from by having the game explicitly frame things as important.
I was hoping that the final tutorial, which shows a bunch of aesthetically different hive layouts would lead players toward considering aesthetic constraints, and organically discover the idea of exploring the simulation's boundaries from there. I'm open to supplementing that with a Beepedia topic in the Help/Tips section that suggests some of the kind of things I'd mentioned on IRC, though.
There are a couple of events within the game that require the player to do something within a time limit in order to avoid negative outcomes, though their presentation would benefit strongly from that goal tracking UI. If it happened, that update would bring in a number of new events with conditional outcomes along different axes, and it would also include loadable scenarios as another way of exposing alternative ways of playing (you can read a little about that here, but that's a large scale change, and outside of smaller patches, Hive Time's future is currently uncertain).
I posted a video on my channel. very nice game. I would be glad if you check my channel. I wish you success cheese.
Thanks again for playing and for sharing! :)
I found out about this game from Delta's Youtube channel. Hive Time is a nice time! It's one of the big boys in Delta's channel. I plan on playing this soon!
Thank you for sharing! I enjoyed Delta's previous coverage of the game so much that I hid a little reference to their channel in the game :)
hmmmmm i wonder where..
Thanks!
You have you build that storage and have 600 Jelly at once to spend on a new Queen. The game is pretty forgiving and will let you keep playing if you don't make it (unless you ticked the "Unforgiving game over" FYOF option when starting a new game). It feels big at first, but it's designed in a way that makes it trivial for experienced players to reach and (hopefully) guides new players toward the skills they need in order to find positive experiences when building subsequent hives.
Hope that helps!
Thanks again for playing and for sharing!
Played the game for about 2 hours which was enough time for me to complete the main cycle of it. Really fun and absolutely love the hex and art design as well as the upgrades you can do with joined tiles.
The population system took me a bit to get used to but in the end I was able to find the perfect balance and complete all upgrades.
Thanks for the game! It was a very pleasurable experience!
Thanks for your kind words. Glad to hear you've had fun with the game so far!
And now that I've got the game running without accidentally disappearing my own progress (debug with caution, folks), I can say that this management game definitely scratches my itch. It's cute, it's satisfying, and it keeps you on your toes without driving you nuts. It is, as they say, the bee's knees.
One change I'd like to implement, if it is possible: earmarking resources for an expenditure. On a few occasions, I had almost enough stuff to buy something, like a research project or a refinery upgrade, and when I got enough to get it, I went to click the button to make my purchase, but then the resources got used (usually pollen) and I didn't have enough. I would like some system to earmark resources so that they can't be used, or so that they get used immediately and automatically once they're available. Is this possible?
There are two options included in the game for managing these sorts of situations. The first is that you can pause production - this is fiddly, but allows for some control early on and provides some opportunity to understand the value of the second option before it becomes available.
The second is to use the reserve sliders that are enabled by upgraded storage cells, which set aside an amount that can't be used by production. At some point, I'd like to add a shortcut for setting reserves based on a build action or research item's cost, but that's low on the priority list for now.
Hope that helps!
A curious bug: the research that I did is disappearing. I put in the time and resources to research how to build just about everything, but now it's saying that I haven't done the research, and now I can't build cells I used to be able to build. Is anyone else having this issue?
Just in case anybody else experiences something similar, after reviewing logs, it turned out that a debug shortcut that resets research (among other things) was pressed while debug mode was enabled.
Yep, that was me. Thank you for spotting that!
No worries. Glad that we were able to sort it out!
Played my 1st game fun I lost..was doing fine a bear and lax gameplay got me behind the ball and wasnt able to catch up! lol My 2nd time around will be different. I got this game in the
Bundle for Racial Justice and Equality
. THANK YOU!
How do you middle-click on a Mac without a mouse?
The game supports two finger touch scrolling for panning if you're on a Mac with multi-touch gesture support. It also supports pinch zooming.
This is a really good game! However, the Mac version of the game crashes randomly (it may crash when I try to open a save. It also may crash during the game) It also sucks too much battery out of my mac. If you can fix these issues, I will rate this game 5 stars.
Hi! Sorry to hear that you're experiencing crashes. If you can email me a copy of a game log from a play session that included a crash, one of the saves that the game has crashed while loading, and your system specs to the email address listed under the technical support section here on the store page, I'll be able to dig in and take a look.
I might not be able to do much about battery performance, but I've got some ideas to try and can give you a link to a test build once I've got some more details.
Godot Engine v3.2.2.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: Intel(R) Iris(TM) Plus Graphics 650
Setting up population menu
Loading external resources
Loaded Queen portraits: [portrait_03.png, portrait_02.png, portrait_08.png, portrait_07.png, portrait_05.png, portrait_06.png, portrait_01.png, portrait_04.png]
Done
Checking settings file version
Found: v1.1-54-g54da5fc0
Game version: v1.1-54-g54da5fc0
Running on OSX
Loading fonts from /Applications/Hive Time.app/Contents/MacOS/../Resources/./fonts/
Loaded HUD font as [DynamicFontData:4211]
Loaded misc font as [DynamicFontData:4212]
Loaded bold misc font as [DynamicFontData:4213]
Reminder status 0
Setting action list
Unable to load user config.
No custom bindings defined.
Checking for new builds
**ERROR**: getaddrinfo failed! Cannot resolve hostname.
At: drivers/unix/ip_unix.cpp:112:_resolve_hostname() - getaddrinfo failed! Cannot resolve hostname.
Unable to connect to game's website to check for latest version.
Displaying unable to check for new version notice
Loading from 2020-09-24_21-42-55_autosave.save
Clearing existing data
Loading external resources
Done
Loading queen count at 0
Checking effect conditions {min_stock:{jelly:600}}
New queen name is Carmen
Queen actions: 9
Queen idles: 5
Using suggested target [Spatial:17745]
Using suggested target [Spatial:17745]
Using suggested target [Spatial:16795]
Using suggested target [Spatial:17755]
Queen count after importing at 1
Showing event Loading zone
Playing default event track
Finished loading saved game.
Playing music track background/QuietEvening.ogg
Next event should occur in 220
Showing event This means something
Next vignette should occur in 56
Finished finishing building cell
Displaying research
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Displaying research
Activating vignette3 on [Spatial:16745]
Showing event My kingdom for a harder carapace
Next vignette should occur in 61
Finished finishing building cell
Finished finishing building cell
Displaying research
Completing research of Honey Storage
Trying to update research when no research is selected.
Displaying research
Spawning a special bee Faith
Activating vignette2 on [Spatial:15725]
Finished finishing building cell
Showing event Slow lane
Next vignette should occur in 60
Finished finishing building cell
Finished finishing building cell
Displaying research
Activating vignette5 on [Spatial:17795]
Showing event Does it have your name on it?
Next vignette should occur in 51
Playing music track interstitial/beeback-ukeg1a.ogg
Checks passed
Showing event Comes with a "figurative guarantee"
Playing music track [AudioStreamOGGVorbis:60080]
Next event should occur in 234
Checking for 13
Checking for available upgrade
Displaying research
Activating vignette5 on [Spatial:16785]
Showing event Occupational hazards
Toggling debug stuff Null
Next vignette should occur in 61
Queuing special event The foundation of a successful hive!in -1
Checks passed
Showing event The foundation of a successful hive!
Checking effect conditions {min_stock:{jelly:600}}
Next event should occur in 245
Finished finishing building cell
Finished finishing building cell
Activating vignette9 on [Spatial:15795]
Showing event The fanciest of seats
Next event should occur in 268
Showing event An accident
Next vignette should occur in 70
Playing music track background/AfternoonBreeze.ogg
Displaying research
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Activating vignette8 on [Spatial:15775]
Showing event Sometimes it just don't work out
Next vignette should occur in 49
Displaying research
Activating vignette9 on [Spatial:15805]
Showing event Honey all the way
Next vignette should occur in 45
Finished finishing building cell
Finished finishing building cell
Showing event All they ever make is candles
Next event should occur in 258
Showing event Sweet, sticky, and 100% made by bees
Next event should occur in 240
Activating vignette8 on [Spatial:15775]
Showing event Come by and check it out sometime
Next vignette should occur in 70
Spawning a special bee Freya
Finished finishing building cell
Showing event Gateway to a world beyond
Next event should occur in 242
Finished finishing building cell
Activating vignette8 on [Spatial:15735]
Playing music track interstitial/beeback-marimba1.ogg
Closing radial menu?
Showing event It's not that bad
Next vignette should occur in 53
Saving to 2020-09-24_21-42-55_autosave.save
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Activating vignette2 on [Spatial:15705]
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Next vignette should occur in 74
Playing music track background/MorningBuzz.ogg
Showing event Wide open spaces
Showing Beepedia category cells
Showing Beepedia topic grid
Using img_9712.png for fact
Programatically hitting event's right button.
Next event should occur in 241
Closing Beepedia?
Showing Beepedia category leave
Activating vignette9 on [Spatial:15815]
Next vignette should occur in 65
Spawning a special bee Yoshi
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Finished finishing building cell
Activating vignette8 on [Spatial:15755]
Finished finishing building cell
Showing event I'm lichen this
Next vignette should occur in 51
Returning to main menu
Reminder status 0
Checking for new builds
**ERROR**: getaddrinfo failed! Cannot resolve hostname.
At: drivers/unix/ip_unix.cpp:112:_resolve_hostname() - getaddrinfo failed! Cannot resolve hostname.
Unable to connect to game's website to check for latest version.
Displaying unable to check for new version notice
Saving to 2020-09-24_21-42-55.save
Showing event What a save!
Playing default event track
Playing music track [AudioStreamOGGVorbis:113678]
Next event should occur in 235
Returning to main menu
Reminder status 0
**WARNING**: ObjectDB instances leaked at exit (run with --verbose for details).
At: core/object.cpp:2135:cleanup() - ObjectDB instances leaked at exit (run with --verbose for details).
**ERROR**: Resources still in use at exit (run with --verbose for details).
At: core/resource.cpp:477:clear() - Resources still in use at exit (run with --verbose for details).
Model Name: MacBook Pro
Model Identifier: MacBookPro14,2
Processor Name: Dual-Core Intel Core i5
Processor Speed: 3.1 GHz
Number of Processors: 1
Total Number of Cores: 2
L2 Cache (per Core): 256 KB
L3 Cache: 4 MB
Hyper-Threading Technology: Enabled
Memory: 8 GB
Boot ROM Version: 428.0.0.0.0
SMC Version (system): 2.44f5
Hi again! Thanks for the system specs (you may want to edit out the UUID and serial number as that could end up being personally identifying). Unfortunately, that log does not appear to be from a play session where a crash occurred. The game was quit from the main menu after saving.
If you can send me a copy of a log from a play session where a crash has occurred via email as requested, then I'll be able to look into it for you and correspond to identify possible solutions.
Thanks!
This email address didn't work. (nevermind I found out that it is bush not brush) I want to send a .txt of a crash log that appeared after Hive Time crashed. (It actually crashed 2 times). It was made by Apple software, not by Hive Time itself. (Apple makes a crash log after an application crashes)
I've received those and have been looking into it. I sent a reply requesting some extra information. Hope fully we'll be able to work out what's going on!
Will this ever come to Switch or mobile?
No, sorry.
I didn't play the game that much yet, but one thing that makes a bad first impression for me at least is the "tutorial". Since the first thing you see when starting your first new hive is literally a bunch of controls with a little long explanation for it, I feel overwhelmed with information and a step by step of who the controls work basically would be way easier to follow up. Also, the fact than when you start a new hive, all the option of how to configure it shows up even if it's the first time you play is kinda weird since you literally can't know what the options do.
Horses for courses! I've had new players say they appreciate knowing that there are options that they can come back to fiddle with if things aren't working for them, but it's normal for one solution to not be a good fit for everyone and it's OK to not appreciate the way that Hive Time does things. Sorry to hear that you haven't had a pleasant experience!
I find that step-by-step controls tutorials introduce gratuitous gating that I don't think is a good fit for this style of game, but I'll have a think about whether an optional detailed controls tutorial makes sense. The first tutorial's main purpose is to prime players to later think, "Oh yeah, that first tutorial mentioned a repeat shortcut - I should check in the Controls Settings menu to see what that was," rather than to have players memorise all four of the buttons that the tutorial talks about.
In case knowing makes things feel less overwhelming, you can revisit past tutorials at any time in the Beepedia (the left icon in at the bottom of the screen). You can also find out a bit more about each "Find Your Own Fun" option on the New Game menu by hovering the mouse over it, though they all have more context once you've played a little.
If it's a better fit for you, you can disable tutorials entirely from the New Game menu (which will unlock all tutorials in the Beepedia) and explore/discover things as you play - that's how I designed the game to be played from the beginning. The tutorial and research tree are mostly there to help make the game more accessible to people outside of its core audience or who aren't interested in the kind of self-directed experience that Hive Time is intended to be.
Hope some of that helps!
Hey I was wondering if you could make an 2.0 openGL cause my pc doesnt support this. If you can but if you have some things to do thats ok.
Hi! Last time I tried a GLES 2 export, the game didn't look or behave properly (colours/lighting will be wrong, particle effects will be missing), but if you want to try, you can run the game from a terminal with the following command line argument:
Hope that helps!
I'll try. Thanks
This game is so sweet. It has a nice and simple, yet beautiful, art style. The challenge level of your play through is can be customized too, so if you like being tortured that's fine, but you can also just vibe. I love that the bees seem to have personality and the random events made me happy. Just a really warm happy game.
Thanks for your kind words! I'm glad to hear that you're enjoying the game :)
hive five
🐝🐝🐝🐝🐝
Bug Report:
Found another bug or two for ya.
When the 'Exit Dots' option is disabled, then loading a save game, the exit dots show up again.
Also, had an issue with the 'Tilt When Zoomed' option, where zooming in causes the queen bee to float a fair bit above her throne.
And, just noticed a minor typo; the description for the Research 'Royal Decrees' spells the word 'positive' incorrectly. (It says 'positve'.
P.S. Thanks to your (devs) response , and my enjoyment with the game, I decided to make the purchase. (Plus an additional $2 tip)
Thanks
Queen Floating: https://ibb.co/F8p4t1j
Thanks!
Regarding the floating Queen, do you have repro steps for that at all?
I have no clue how it started, but it persists in my save game between sessions.
I was possibly switching between the tilting and regular camera modes when it started though, I think.
Okeydokey. I found a bug where the Queen could climb if a game was saved while the Throne Room was "popped" on mouse over, and then that game was loaded with the mouse cursor not being over the Throne Room, resulting in the Queen being spawned at her higher "popped" position. I also found a possible bug where switching between inspect mode while having the mouse over/not over the Queen and Throne Room in certain combinations (combinations more likely when the camera is tilted) could also result in some oddness.
I've got fixes for both of these, and something to check for bad saved Queen positions that will go out in the next patch. Unless something more specific rears its head, I'm happy to assume for now that these will address what you've experienced.
That should be fixed in v1.1-54. Thanks again!
hello i cant open it says some thing about opengl
Hi! Sorry to hear that you're experiencing problems.
Without knowing what it says about OpenGL, I can't offer any advice. You will probably also need to give me version details for your operating system, graphics card, and graphics driver. If you can send all of that along with a copy of the game log to the address listed under the Technical Support section in the F.A.Q. here on the store page, I'll be happy to look further into what's happening.
Hi! I haven't seen any information come through as yet. Were you able to get the game running?
yea sorry my pc was to bad for it but when i get a new on pc ill play it 100% :)
Okeydokey! If you're super keen, and want to email me your specs anyway, I can see if there's anything I can do to get it up and running.
Minor Bug Report:
When enabling the option to customize any bees, then renaming the Queen, the new name does not update for the Queen portrait at the bottom right corner of the screen.
Thanks.
Thanks for the report. I'll take a look at that for the next patch.
This should be fixed in v1.1-51!
Hi, Dear Cheeseness. How to translate its text into my language? Translating files in the json directory does not work!
Hi! It will not be possible to translate all of the game's text. Unfortunately, Hive Time began life as a game jam project without localisation in mind, and many of its strings aren't exposed externally. The game also generates some pluralisation and punctuation, which will be wrong in other languages.
It's best to think of the json folder as a template for the game's data files. If you copy this folder to your Hive Time user folder (see details in the FAQ or click the "Open user folder" button in the Settings menu), then it will override the built-in data files.
Hope that helps!
The Beemovie game we deserve