Final patch

SSG-294 SSG-295

Hmm…after thinking about this a little bit, I actually am already super bored/over this and just want to move on to building the games. Might need to define a sprint plan for this week’s work on Bumble but I just want to move on for a little while. Probably putting together a Kanban board would be ideal, now. The planet painting feature is something that I really want to work on, but I think it’s going to need a big revamp and for that to happen, it needs to be part of a different project. I think I’m going to focus on smooth animations and vibrant colours - like the Voidpet watering & growth scenes.

I may add some little scenes like the moon (based on moon phases) if there would be any real-life effect (and I’m not talking about astrological bullshit here).

I’m really excited about the potential for Godot + React Native because it allows me to have one consistent interface where everything is exported to a node-interface but can have the Godot scenes as well (imagine the Godot scene as a single tab).

One thing I want to do during this week (starting Sunday 02/11) is get the classification scenes very cleanly integrated with the rest of the styling of the frontend. A static image that can have varying complexity doesn’t suffice.

At the moment (06/11), I’m working on updating the UI of the RN build. So I’m going to build out the new UI elements, get copilot to do a feature comparison, and then once I’m sure we’re ready to go, copilot will replace the old elements with the new components.

I also want to get the Godot and RN/Expo builds all working in conjunction via Docker, and maybe an automated pipeline for godot builds. As well as eventually moving the current RN build over to the new godot/rn mesh repo/structure.

Update - 07/11.

I think a key goal for distribution before end of tomorrow is to have the pollination figured out. What sort of mechanic does pollination provide? Are we going to highlight breeding this early? Why not?

Maybe we also have orders for crops or other growables, either you can only sell if there’s an order or you get bonuses for selling to a “customer”.

It would be nice to set up pipelines to transport water between farms/locations… Maybe even baking.

I need to have a think about what will really set “Bumble” apart from other farming/garden games. Citizen science is nice and all, but what I’ve learnt now is that it can’t dominate the mechanics or gameplay. Is the decorative aspect the key mechanic? Is it a mental health game? Is it all about collecting more pollinators (I think this might be an option).

  • Set up auto-tagging of tasks and content in vault manuscript
  • Determine the breeding pattern in relation to nectar quantity in hives and classification events

Shopping ecosystem

Perhaps, instead of a shop panel (like is currently implemented), users have to navigate to a building or a series of buildings that each have different items available to purchase.

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