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Underfoot Queens Devlog 1: Maps, maps, maps
Hello there! I'm ElVillano, solo-developer of Underfoot Queens. I've been working on and off on the game for the last year and even though I try to keep people updated in other mediums (Discord&Twitter), I've been neglecting the steam page. But that's about to change! A lot has been done since august 2022, albeit not as much as I would have liked, since I had to stop developing from march to june due to burnout. I'll try my best to summarise it for you!
The world map is, like the local maps, procedurally generated. Some key elements to the world map generation:
The features described in the world map (Rivers, hills etc) needed a 3D aproach to map making. Before, the game already had two layers: the underground and overground ones. You built in the underground layer and did everything else in the overground. Your units would only move in the overground layer. That's changed! Now, there are 4 different layers and units can move from layer to layer using slopes and other terrain elements. These are the layers, from top to bottom:
A colony can now suffer from status effects, which will have an effect on units recruited, buildings and the general population. For now the only status effects are related to humidity and temperature intolerances, with minor and major effects depending on the grade of intolerance.
There are 4 new species. The difference between them is a bit shallow at the moment, with differences on aesthetic genes (How they look), expansion genes (Temperature/humidity tolerances, growth speed, etc.) and other already existing genes. What I mean by this is that I didn't add any species specific mechanic like I planned to do originally, so this is something to be worked on in the future. The new species:
Achievements were a little lackluster before. I made a new statistics modules that records user actions, so now I can be really flexible with the unlocking conditions for achievements. Also, I've reworked them so there's an animation playing and they are shown in the center of screen instead of the top-corner like before. And there's a new section in the main menu where you can check your unlocked achievements! PS: Right now each species besides the starting one needs to be unlocked by a hidden achievement.
I've added a new panel to centralize certain colony information. Currently it has these tabs:
All these changes to map generation and the addition of the world map required a complete rework of most of the game assets. I also had to rework most of the UI since the pixel ratios for icons, buttons and panels were very different sometimes so it made the UI feel less cohesive. I'm pretty happy with the results, although some of the concepts were harder to represent at certain pixel ratios / resolutions.
When I finished the prototype last summer, I felt like the map assets and systems I had didn't leave much room for adding new content. For example, if I wanted to add a tree dwelling species like the colobopsis truncatus, having only the underground layer as buildable wasn't going to work. So I had to change the scale of the map, now a group of tiles can represent a tree and the tiles in the higher layer can can represent its branches, leaves etc. Adding a world map also gives me the opportunity to finally use the humidity and temperature genes, adding negative status effects when colonizing a territory that your species is not adapted for. So the mechanics added this year will allow me to create more intricate systems that can interact with each other, and that's a good thing in my book.
Right now the game still feels shallow to me, it lacks content and obviously is missing a real threat (in the form of more dangerous wildlife and enemy colonies). The next devlogs I post will be about more mechanics that for me are building blocks in what I want the game to be, like pheromones that would limit where you can build based on the size of your population, diseases so growing a high population colony will have risks besides starvation (that you will need to manage!) or a more in depth management of buildings and how population works them.
[ 2023-08-25 19:47:09 CET ] [ Original post ]
Introduction
Hello there! I'm ElVillano, solo-developer of Underfoot Queens. I've been working on and off on the game for the last year and even though I try to keep people updated in other mediums (Discord&Twitter), I've been neglecting the steam page. But that's about to change! A lot has been done since august 2022, albeit not as much as I would have liked, since I had to stop developing from march to june due to burnout. I'll try my best to summarise it for you!
World map
The world map is, like the local maps, procedurally generated. Some key elements to the world map generation:
- Height: Useful to determine river pathfinding, oceans and hills.
- Humidity: Higher around oceans and rivers
- Temperature: It's a gradient from the poles (lowest tempeture) to the equator (highest temperature), with some randomness
- Biomes: Determined by height, humidity and temperature.
- Ecosystems: Determined by height, humidity, temperature and features.
- Features: Each feature is generated with different criteria, and they will influence local map generation.
- Continental
- Aquatic
- Meadow
- Forest
- Dense Forest
- Hill
- Coast
- Ocean
- Riverside
- Forested Riverside
- Hilly Riverside
- Forested Coast
- River Mouth
- Forested River Mouth
- River: Rivers will have its origin at hills and go down in height until they reach the nearest body of water. Rivers can connect to any of the 6 tile borders. The tile's local map will share the tile's world map orientation.
- Hill
- Coast: Coasts will be generated as a border between land tiles and aquatic ones. As with rivers, they will share orientation with the associated local map.
- Forest: This will influence the local map's tree density placement and width.
Local Map Layers
The features described in the world map (Rivers, hills etc) needed a 3D aproach to map making. Before, the game already had two layers: the underground and overground ones. You built in the underground layer and did everything else in the overground. Your units would only move in the overground layer. That's changed! Now, there are 4 different layers and units can move from layer to layer using slopes and other terrain elements. These are the layers, from top to bottom:
- Overground+1: This is where tree branches, leaves and hill tops are generated
- Overground
- Underground
- Underground+1
Status effects
A colony can now suffer from status effects, which will have an effect on units recruited, buildings and the general population. For now the only status effects are related to humidity and temperature intolerances, with minor and major effects depending on the grade of intolerance.
New ant species
There are 4 new species. The difference between them is a bit shallow at the moment, with differences on aesthetic genes (How they look), expansion genes (Temperature/humidity tolerances, growth speed, etc.) and other already existing genes. What I mean by this is that I didn't add any species specific mechanic like I planned to do originally, so this is something to be worked on in the future. The new species:
- Lasius flavus
- Crematogaster scutellaris
- Camponotus ligniperda
- Tetramorium Caespitum
Achievements
Achievements were a little lackluster before. I made a new statistics modules that records user actions, so now I can be really flexible with the unlocking conditions for achievements. Also, I've reworked them so there's an animation playing and they are shown in the center of screen instead of the top-corner like before. And there's a new section in the main menu where you can check your unlocked achievements! PS: Right now each species besides the starting one needs to be unlocked by a hidden achievement.
New colony panel
I've added a new panel to centralize certain colony information. Currently it has these tabs:
- Population: You can check each population caste growth, deaths, etc. You can see 10 or so turns ahead and plan accordingly.
- Resources: Sames the population tab, but you can check each resource production/consumption and see predictions.
- Dna: This is the place to check your species genes!
New assets, pixel ratios and general graphic reworks
All these changes to map generation and the addition of the world map required a complete rework of most of the game assets. I also had to rework most of the UI since the pixel ratios for icons, buttons and panels were very different sometimes so it made the UI feel less cohesive. I'm pretty happy with the results, although some of the concepts were harder to represent at certain pixel ratios / resolutions.
In conclusion
When I finished the prototype last summer, I felt like the map assets and systems I had didn't leave much room for adding new content. For example, if I wanted to add a tree dwelling species like the colobopsis truncatus, having only the underground layer as buildable wasn't going to work. So I had to change the scale of the map, now a group of tiles can represent a tree and the tiles in the higher layer can can represent its branches, leaves etc. Adding a world map also gives me the opportunity to finally use the humidity and temperature genes, adding negative status effects when colonizing a territory that your species is not adapted for. So the mechanics added this year will allow me to create more intricate systems that can interact with each other, and that's a good thing in my book.
The future
Right now the game still feels shallow to me, it lacks content and obviously is missing a real threat (in the form of more dangerous wildlife and enemy colonies). The next devlogs I post will be about more mechanics that for me are building blocks in what I want the game to be, like pheromones that would limit where you can build based on the size of your population, diseases so growing a high population colony will have risks besides starvation (that you will need to manage!) or a more in depth management of buildings and how population works them.
[ 2023-08-25 19:47:09 CET ] [ Original post ]
Underfoot Queens
ElVillano
Developer
ElVillano
Publisher
TBA. Fun fact: Ant queens won't lay eggs when stressed!
Release
Game News Posts:
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🎹🖱️Keyboard + Mouse
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Underfoot Queens is an ant themed 4x where you will lead your species across generations. Explore, forage for food, expand your colony, fight off competitors, and survive the elements on your path to evolution. In the end, only the most adaptable species will survive.
- Explore and gather resources - Carbohydrates, proteins, water, building materials... Your colony will need them all and you must explore to make sure you don't run out of stocks.
- Manage your colony - The population inside your nests will grow from egg to worker stage without your intervention, but you need to control their growth and guide them through food shortages, diseases and other dangers.
- Fight for food, fight for supremacy - Fight other insects, both wildlife and rival colonies.
- Adapt and Evolve - Every species you see in-game has a dna code. You can improve or worsen yours by breeding during the nuptial flights, starting a new game from scratch with your new genes.
- Permadeath - How far can you lead your colony before it succumbs? Will you risk another year or reproduce as soon as possible to avoid uncertain doom?
- Unlock new species! - Not all progress is lost when you lose your game: While playing you will get achievements that will potentially unlock new species. These new species will be fresh starting points for your journey, each with their own strengths & weaknesses.
This is Underfoot Queens roadmap to the Demo, the roadmap shown here will change once that milestone is reached. Keep in mind some of this features will not completely be finished when released, I'm a big fan of iterative work and later updates will either polish or balance said mechanics and add more content tied to them.
I have divided the core features I want in the game in 4 big updates:
- The Foundation Update - This update introduced core systems to the game such as saving/loading, settings, translations and also reworked the whole breeding phase to give the player more agency. It wasn't a very meaty update from a gameplay perspective but the game is more solid now!
- The Regional Update - The big feature here is, like the name says, the regions. A lot of this feature is not clear (I don't know what's feasible yet), but fear not! This update will also bring a lot of minor mechanics that will make the management part more interesting, like diseases, freezing and rain. You know, fun stuff.
- The Warfare Update - Are you tired of predating on those poor aphids? Is the world to tame for you? Don't worry this update will bring PVE to the table so you can lose your game to a full ant invasion!
- The Biomes Update - Biomes! More species! More mechanics related to those species! This update will add a lot of content to previous established mechanics and polish before the demo release.
MINIMAL SETUP
- Memory: 8 GB RAMStorage: 200 MB available space
- Storage: 200 MB available space
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