Game Mechanics & Systems
Pollination System
Hive Management
- Every user starts with one beehive
- Every harvest increases “pollination factor”
- Once pollination factor > 5, bees start spawning based on:
- Plants in garden
- Harvest history
- Current weather
Bee Behavior
- Bees leave hive at random times during the day
- Clicking bees opens classification dialogue
- Clicking bees adds extra nectar to hive
- Nectar also pools throughout day based on number of bees in each hive
- Need to determine what happens when nectar is full (honey harvesting with glass bottles?)
Classification Integration
Key Decision: Classification should provide bonus rather than being required for growth
- Classifications produce higher yields because “more pollination” occurs
- “Who’s visiting” task only available pre-harvest
- Challenge: How to make classifying pollinators provide tangible benefit narratively
Resource Management
Water System
- Water replenishes hourly or when weather changes (if it rains)
- Water tank shown in hive screen (upgradeable)
- Track old balance when leaving game
- User must click to receive “income” when returning
Food System
- Food needs to be purchased or crafted
- Crafting grid/UI should be simple like old MCPE crafting UI
Nectar & Honey Production (Updated Dec 6)
- New System: Users collect honey, not nectar directly
- Processing Required: Honey must be processed before selling
- Bees automatically manage nectar collection and processing
- Bee Workflow:
- Bees collect nectar throughout the day (visual mechanics)
- Nectar turns into honey as bees process it
- Honey deposited into hive hexagons periodically
- Hexagons fill up and user can harvest honey
- User can switch to cross-section view to see hive hexagon status
- Cleaner process that’s easily supportable and automated
Each flower/crop type produces different nectar
- Needs data dictionary for crop-nectar relationships
- Nectar pools in hive throughout day
- Future: honey harvesting mechanic
Game Loop Ideas
Stardew Valley-Inspired
- Farm honey as primary resource
- Each flower/crop type produces different nectar types
- Different nectar = different honey varieties
- Don’t want to romanticize leaving “city life” - sick of that narrative
- No good setting for narrative yet (space not plausible)
- Building foundations like other SV clones for now
Orders/Puzzle System
- Orders idea is good - turn into puzzle game
- Specific implementation TBD
Experience & Leveling System (Dec 8)
XP Point Values
- Harvest plant: 1 XP point
- Mass harvest (+5): 10 XP points
- Pollination: 3 XP points (difficulty dependent)
- Fair participation: 2-4 XP points
XP Spending & Unlocks
- Craft new buildings: 50 XP points spent
- Unlock system tied to XP thresholds
- Large buildings require higher XP investment
- Tech tree progression straightforward implementation
Seasonal & Plant Management
- Vegetables available system with variety
- Seasonal landscape changes affect gameplay
- Pollinator classification integration provides benefits
- Farmer/bee interaction mechanics
Technical Considerations
Game Object Approach
- Treating everything like game objects is genius approach
- Allows flexible, modular design
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