Bug Out! is a cozy multiplayer game where players collect bugs, explore different maps, and connect with others through trading and friendly competition. You can play solo or team up with friends to complete side quests, level up, and build your bug collection. Each map has its own unique bugs, and some are super rareāso there's always something new to discover. The game is designed to be chill and fun, with a retro-inspired vibe that appeals to casual gamers and completionists alike.
We've added features like character customization, a shop with a currency system, and bug rarity levels to make the experience more engaging. Players can unlock outfits and gear, trade bugs, and earn rewards through gameplay. We're also planning regular updates with new content, so the game keeps growing and stays fresh for the community.
To build Bug Out!, we're using tools that are accessible and student-friendly but still powerful enough to bring our ideas to life. The game is being developed in Unity with C#. For the visual design and UI, we're using Canva, Adobe Suite, and Procreate to give the game a cozy, polished look. The website is built with HTML and CSS in VSCode, and we used Figma to design wireframes and plan out the user experience. Our goal is to make a game that runs smoothly on different types of computers and feels emotionally engaging, even with a small team and budget.
To make Bug Out! happen, our team followed a step-by-step process that helped us stay organized while still being creative. We kicked things off with research to figure out what cozy gamers like, then moved into wireframing and sketching out ideas for the website and game visuals. The Web Team focused on designing pages like the Home, About, and Concept Art Gallery, while the Art Team worked on storyboards and final sketches to shape the look and feel of the game. At the same time, the Game Team planned out the prototype and started building core mechanics in Unity, making sure the code could grow with the game.
As things progressed, we did internal reviews, made design tweaks, and tested everything to make sure it worked well on different computers. We also added features like character customization, bug rarity, and a shop system to make the game more fun and interactive. By the end of the timeline, we had a working website and a playable slice of the game ready to show off.