🌟 Comprehensive Project Summary - December 2025

🎮 Bumble (Bee Management & Garden Simulation)

Core Concept Evolution

You’re building Bumble as a cozy farming game with pollinator ecology mechanics, blending Stardew Valley-style resource management with citizen science education. The game has evolved significantly with clear design decisions emerging from your physical notes.

Key Ideas & Mechanics

Garden & Expansion System:

  • Grid-based expansion with different plot types (grape, mint, basil, greenhouse plots)
  • Weather effects that impact garden plots and create seasonal transitions
  • Dynamic UI for managing expanding garden spaces
  • Coral regions integration - exploring coral classification as additional gameplay content

Bee & Pollination Mechanics:

  • Simplified honey production workflow - Users collect honey (not raw nectar), bees automatically manage collection/processing
  • Hexagon-based hive system with visual cross-section view to see honey storage
  • Pollination factor system that triggers bee spawning based on plants, harvest history, and weather
  • Classification bonuses - Classifying visiting bees increases yields through “better pollination”
  • XP system: Harvesting (1 XP), Mass harvest (10 XP), Pollination (3 XP), Fair participation (2-4 XP)

Fishing & Coral Minigame (Emerging Concept):

  • Coral regions as expansion content for Bumble
  • Simple classification interface for coral identification
  • Integration with N31 regions creating variety in gameplay
  • “Fishing brambles” system - mentioned but needs further definition

Questions/Struggles

  • Narrative framing: “Don’t want to romanticize leaving city life” - seeking alternatives to typical farming game narratives
  • Classification integration: How to make bee/pollinator classification provide tangible narrative benefit beyond just mechanics
  • Honey vs nectar: Wrestling with whether players collect raw nectar or processed honey (resolved: honey)
  • Space setting: Questioning if space theme works for farming game or if it needs Earth-based setting

🔴 Godot Mars (Mars Exploration & Colony Building)

Core Vision

A mission-driven Mars colonization game with construction mechanics, terrain exploration, and progressive system unlocking. Influenced by survival/crafting games but with structured mission progression.

Key Systems Being Developed

Terrain & Environment:

  • Martian soil color palettes implemented (completed Dec 12)
  • Multiple biomes: Ice regions, crater formations, diverse terrain types
  • Weather system: Dynamic weather affecting construction and resource gathering
  • Spider & cloud tilemaps for environmental variety

Construction & Base Building:

  • Stellar construction missions - Solar array building as first major project
  • Block-based construction (solar panels, corner/cable connectors)
  • Sealing requirements - Buildings must be complete and sealed for atmospheric integrity
  • Union transport system for moving construction materials
  • Mission progression: Solar → Hydroponics → Advanced facilities

Early Game Mission Structure:

  • Telegraph/communication systems for early-game progression
  • Life support systems requiring power infrastructure
  • Station building with modular, flexible shapes
  • Progressive unlocking of capabilities based on completed infrastructure

Resource Management:

  • Inventory system
  • Farming/crop growing (Mars agriculture)
  • Save state integration (local or Supabase)
  • Enemies/NPCs
  • Day/date transition mechanics
  • Block placement system
  • Level building tools

Integration with Star Sailors Ecosystem

  • Godot-RN template: Building reusable framework for all Godot games
  • Supabase integration for cross-platform saves and data
  • “View discoveries” - Common feature linking all Star Sailors ecosystem games
  • Citizen science missions planned for integration

Questions/Struggles

  • Scope management: Balancing demo vs full release features
  • Graphics complexity: Keeping visuals simple enough to implement quickly while maintaining quality
  • Integration timing: When to fully integrate into Star Sailors ecosystem vs standalone development

Star Sailors (Citizen Science Web Platform)

Core Mission

“Contributing to science through gamified astronomical data classification” - Your flagship project connecting real research with engaging gameplay.

Citizen Science Integration

Real Data Sources:

  • Planet classification using real astronomical data (temperature, radius from TIC/KOI datasets)
  • NGTS integration - New lightcurve types from NGTS research
  • Exoplanet data from multiple scientific databases
  • User-generated observations - Users can upload their own photos/observations

Two-Way Contribution Model:

  • Researchers → Users: Big datasets need classification help
  • Users → Researchers: Crowd-sourced observations (e.g., bird migrations, unusual sightings)
  • Example: “Saw a red-tailed black cockatoo 20km outside its regular area? Upload photo, get in-game points, data goes to research maintainer”

Scientific Authenticity:

  • “Cannot present as confirmed until it actually is” - Maintaining scientific integrity
  • Real formulas for planet classification (Terrestrial/Gaseous/Ice based on parent star data)
  • External dataset prefixes (KOI-xxx, TIC-xxx) for research integration
  • Spectroscopy data and stellar metallicity values for sandbox content

Current Development Focus

V2.1 Bug Fixes & Patches (Current Segment):

  • Ensure stable user experience: Bug fixes and performance improvements
  • Allow users to navigate easily: Mailing list integration, landing page improvements
  • Provide fast and responsive experience: PostHog analytics, web scrapers, route optimization

V3.0 Vision (Future):

  • Implement user feedback from Product Hunt launch
  • Rebuild missions/storyline around projects users want to participate in
  • Advanced discovery features and new user interface

Platform Integration

  • Multiple game projects feeding into one ecosystem:
    1. Star Sailors (web) - Main classification platform
    2. Bumble - Coming soon
    3. “Voxel”/Godot-Mars - Coming soon
  • Godot-RN template allows multiple Godot builds in one React Native app
  • Deeplinks strategy to avoid confusing users focused on specific mechanics

Questions/Struggles

  • When to resume full-time web development vs focusing on new game projects
  • Balancing act: Not letting web version interfere with Godot games progress
  • User engagement: Determining what mechanics users actually want through analytics and feedback
  • Multi-app strategy: One app for all games vs separate apps with deeplinks?

🎯 Cross-Project Themes & Design Philosophy

Overarching Vision

You’re building a “Star Sailors universe” - an interconnected ecosystem of games that:

  • Ground gameplay in real science without being purely educational
  • Contribute to actual research through citizen science mechanics
  • Provide cozy, engaging gameplay that respects players’ time
  • Enable creative expression through construction, discovery, and exploration

Design Principles Emerging

Anti-Patterns You’re Avoiding:

  • No romanticizing “leaving city life” narratives
  • Not purely educational - must have real gameplay value
  • Not Pokémon clones - finding unique takes on collection/classification mechanics
  • Not overwhelming complexity - keeping graphics and systems manageable for solo development

What You’re Seeking:

  • Cozy but meaningful - Games that feel good to play while contributing something real
  • Semi-sandbox freedom - Users can build/explore but with some structure (like Crashlands/Stardew)
  • Survival-lite - Limited resources without harsh punishment
  • Puzzle integration - Order systems that become puzzle games
  • Real-world relevance - Every mechanic should connect to something tangible

Mechanics You Want Across Projects

  1. Construction - Block-based building in both Bumble and Mars
  2. Fishing/Marine life - Emerging coral classification concept
  3. Classification - Core mechanic linking all games to science
  4. Exploration - Discovery-driven gameplay
  5. Resource management - Meaningful choices without grinding

Content/Marketing Strategy

  • Product Hunt launch for Star Sailors v2
  • “scroobl.es” website consolidating all projects
  • Social media presence needed but uncertain which platform
  • Devlog-style content showing development process
  • Soft-launch approach for new games

📝 Current Challenges & Open Questions

Technical

  • Asset generation workflow: Need local 3D/2D generators (maybe on Raspberry Pi?)
  • Godot-RN integration: Ensuring timing/latency values remain strong
  • Save state architecture: Local vs Supabase for different game types
  • Graphics pipeline: Crashlands-style thick outlines, AI generation + manual cleanup

Design

  • Bumble narrative: What’s the story/setting if not traditional farm game?
  • Coral/fishing integration: How does this fit into Bumble’s core loop?
  • Classification rewards: Making citizen science feel meaningful in-game
  • Progression pacing: Balancing XP systems, unlocks, and player agency

Strategic

  • Time allocation: When to focus on web Star Sailors vs Godot games?
  • Launch sequencing: Bumble demo → Godot Mars → Integration into ecosystem?
  • Audience building: How to start creating signal without becoming “content creator”?
  • Scope control: What’s truly MVP for each project segment?

🚀 Next Steps & Momentum

You’ve established clear organizational systems (segments, stories, project folders) and are actively developing across multiple fronts. The coral/fishing minigame concept is emerging as a bridge between Bumble’s core mechanics and Star Sailors’ classification focus. Your mission-driven Godot Mars structure is taking shape with concrete systems (stellar construction, terrain generation).

The key insight from your notes: You’re building an ecosystem, not just separate games. Each project feeds into and supports the others, creating a unified “Star Sailors universe” where players contribute to real science while enjoying cozy, meaningful gameplay experiences.



Generated: December 14, 2025
Sources: Dashboard notes, Physical notes (Dec 4-8), Design proposals, Sprint documentation