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Screen Design

  • the game consists of 7 screens: title screen, how to play, credits, map view, hive view, (optional) flower view and (optional) battle view
  • music loop for hive view, map view, (optional) bear/beekeeper harvesting
  • virtual canvas is 800x480 for all screens.


Bee Line

Copyright 2014 Created at TOJam 9

a Team Sushi production

  • New Game
  • How to Play
  • Credits

How to Play

Your mission is to pollinate all of the flowers on the level. The bears are after you! So defend your honey and keep the bears from spoiling everything.

Tap on the map to assign an idle bee to explore and reveal the map. Tap on flowers to assign a bee to pollinate. Flowers require 5 trips or 5 bees to fully pollinate. Tap on the bear to sacrifice a bee on defense, and trying to fill his annoyed meter and scare him away.

Across the top there is the number of available bees, hive capacity, number of idle, exploring, harvesting and attacking bees. Also the amount of honey that you have.


Programming Dale Wick, Dan Sutherland

Graphics Melissa Davidson, Youkie Koizumi, Jeffrey Wick

Sound Andrew Kropel, Marty Bernie

Hive Screen

Game is divided into levels. For each level, the objective is to pollinate all of the flowers. Each flower requires 5 visits to pollinate and harvest all pollen.

At the beginning of the level there is a capacity for the hive - level 1 might be at most 20 bees. Up to the capacity the bees emerge every few seconds. Initially they ar e idle.

A bee can explore a foggy tile, harvest flowers or attack enemies. So that could be done modally with explore, harvest and attack buttons. The bee assigned is picked automatically from the idle pool.

The HUD needs to show hive 5/20, and allocation of bees in the categories idle, explore, harvest and attack.

The level is complete if all bees are killed, all honey is captured by a bear, or all flowers are pollinated.

The level file contains the map in two layers, the fog map, an entities layer with launch points for the bears and beekeepers and their frequency as a property, the hive with the level time limit, hive size and birth rate.

  • side view of inside the hive.
  • the hive is a beekeeper's hive, with several rectangular frames in slots in a box. For the tojam game, we aim for just one rectangular fame.
  • tiles show the current state of the honey comb. Each tile holds one hexagonal cell. The tiles are 32x32.
    • empty - available for building
    • nursery - the queen fills these cells with eggs at a rate of 1/second, need 0%, 20%, 40%, 60%, 80%, 100% mature.
    • honey - this acts as fuel, and is what we are defending against bears and beekeepers (full and empty ie. to be filled)
    • select tile - should be 50% opacity (for a foreground layer)

Also we need sprites for:

  • queen bee 64x64 - flapping cycle, in 6 directions
  • worker bee (gardner) 48x48 - flapping cycle in 4 directions
  • worker bee (soldier) 48x48 - flapping cycle in 4 directions
  • worker bee (nursemaid) 48x48 - flapping cycle in 4 directions
  • baby bee (unassigned role) 32x32 or 48x48 - flapping cycle in 4 directions

Sounds - click, select area, assign role

Map Screen

Should be isometric or top down. Isometric base tile 128x64.

Tiles for:

  • black "fog of war tile" for unexplored areas
  • green grass
  • flowers, mainly clover based flowers, (0% pollen, 25% pollen, 50% pollen, 75% pollen, 100% pollen)
  • bushes
  • water (9 tiles for connected ponds or rivers)
  • hive

Also need sprites for:

  • worker bee (16x16) - flapping cycle in 4 directions
  • bear (64x64) - walking, harvesting, swatting, retreating in 4 directions
  • bee keeper (32x64) - walking, smoking (to calm the bees), harvesting
  • flag for worker bees with job thought bubble 32x32 for: exploring, bringing back news, attacking, mellowed

Sounds - bee selected, bear near, bear harvesting, bear swatting, bear retreat, bee keeper near, bee keeper smoking, bee keeper harvesting.

Flower Patch

  • optional

Battle View

  • optional
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Page last modified on April 27, 2014, at 11:36 AM EST