Bug Game Devlog #04

January 27, 2026

What’s up, Bug Folks? It’s time for another Bug Game Devlog. Don’t forget to smash that like button and waffle stomp the bell. Do you think I sound like I’m down with the youth? Good, let’s talk about crafting.

What changed

I’ve added a toon shader. You know, like in the old Legend of Zelda, Wind Waker? It gives the game this cel-shaded effect, just an extra bit of stylistic polish to make my janky 3D models look a bit nicer. I assumed that a toon shader would effectively be a filter, but it turns out it’s on a per-material basis.

I’ve finally paid some proper attention to the lure mechanic. The old loop was “pick up thing > put down thing”, easy to build, boring to play. So, I’ve approached it from scratch and realised that having a basic crafting system in place is going to mature the gameplay loop. I’ll get into this in more detail in the deep dive, because there’s a lot to discuss.

And, as I built the new lure and crafting system, I started to realise that the early UIs that I was using were no longer working for me. So, I rebuilt all of the UIs from scratch, in Photoshop, and made them much simpler. There’s still a little skeumorphism there, but not nearly as much, and everything is way less distracting now.

Deep Dive – Crafting Systems

Why did I add crafting?

Right, let’s look at my crafting system. I made a start last week on adding to the item/lure system and realised pretty quickly that it kind of sucked. So instead of building on old ideas, I approached it from the ground up and thought about what gameplay loop would encourage players to move around the garden itself. Having multiple ingredients before the player can use a lure grants the need for players to go back and forth looking for specific items, and it also enables players to shape the gameplay they’re looking for.

See, whereas before the player would pick up a pinecone, then place it anywhere they want, the player now has to collect a Base, a Binder, and a Trigger to craft a lure. Each component serves a purpose, so the Base decides what species of bugs will appear, the Binder decides what sort of multiplier effect will kick in, and the Trigger adds a special feature.

For example, acorn bases will attract bugs that you might find in trees, whereas olives will attract bugs you’d see in the Mediterranean. For binders, honey is much more attractive to bugs than mud is, but it doesn’t last as long. And for triggers, spider silk will slow bugs down, whereas quartz or lucky clovers might attract rarer, more special bugs.

The idea is that the player can craft lures specifically for the type of bug they’re trying to catch. Looking for an iridescent bug that lives in a cave? Use a glowing mushroom and a meteorite fragment. I’ve also built this in a way where lures aren’t designated by a specific ID, but rather by a combination of their ingredients. Visually, this is just icons stacked on top of each other now, with a text that pieces together what it does.

To add to this, I’ve removed the ability to place lures anywhere in the map. Instead, the player will now visit Bug Hotels, where they’ll be able to use lures at specific locations. These locations will also affect the spawning parameters, though I haven’t built this in yet. The Bug Hotel dynamic was inspired by slapping honey on trees way back in the Diamond and Pearl days (did anybody else never catch Munchlax?), but without the 12-hour wait. I’m trading full player freedom for something a little more structured.

I’ve made item spawners that I’ll be able to place around the map. I’m going to likely include some sort of animate in/spawn in system, and maybe make them float so it’s clearer what they are. Perhaps add a glowing ring around them? Items will spawn in specific locations, and I’ll be changing this slightly so that some items don’t just spawn, but require that the player shake a tree or similar to access them. There are currently 21 items in the game. And of course, some are “better” than others, so scarcity will be balance method.

I’ve also done some hefty work on the UI, as explained above. Everything looks much prettier now, and should be more intuitive. The crafting UI was particularly interesting to me, as it required a bit of planning about how players would interact with buttons. These UI changes led me to begin to think about player visual language, and I’ve settled on using a nice, serene blue as a hint that a world item can be interacted with. I’m starting to form this vague pile of personal design rules – “If it’s blue, you can touch it.”

What I’m doing next

So, as it stands, I have the core gameplay loop now in place. I need to pad it out a lot more, and I need to connect the new lure system to the quest system, plus actually add functionality to the lure effects, but the skeleton is definitely there, which is very exciting! Before going through and polishing everything up, I really need to make sure that the rest of the secondary gameplay elements are in place, namely, BugSpeak.

I also need to do the animation framework, finally, and no doubt I’ll give some more TLC to the items as I go.

Oh, and something to note now – the tutorial needs to change quite substantially, and I need to plot out how the player unlocks things in the early game. But I’ve learnt my lesson – don’t build the tutorial before you’ve made the game.

14/01/2026added bumbleebee
tarantula hawk
mud dauber
added radio swarm notification popup
changed radio notification popup so it only appears once
fixed lamposts not having a meshcollider
removed swarmdebug buttons
added experimental toon shader
15/01/2026Added tortoisebeetle
Added velvet ant
added honeybee
added praying mantis
added orchid mantis
added toon shader to more things
18/01/2026added a run away mechanic to random movement
fixed joystick to include variable speeds
24/01/2026added 21 material prefabs plus illustrations
redesigned lure system to focus on materials and crafting
built bug hotel prefab
built LureV2 system:
Build a system to allow crafting from materials, Base + Binder + Trigger
Split inventory to carry two buckets, materials and lures
Lures are now placed in Bug Hotels, which spawn bugs based on the base pool + binder pace + trigger behaviour
LureManager previously placed lure prefabs in the world – no longer needed
lure.cs handled spawns from the old system, now no longer needed
Lures are now stored as a key string eg. Base/Binder/Trigger > olive/honey/grass
Hotel now becomes “busy” while lure is active
Hotel spawned bugs have particle emitter
InventoryV2 hooked into playerprefs JSON
MaxStack added for materuals 
Added CollectableSpots to generate items – but I may change this 
Added weighted spawn pools to Base materials
Added crafting bench
fixed being unable to click on crafting bench because of UI detection
Hotel popup UI created, based off of the radio speech bubble
HotelLureCarouselPopup, allows selecting different lures in the bubble and using, shows details of effects
Consumes 1 crafted lure when placed
SwipeArea added, then removed because it was placed on top of buttons 
Built Lure tagline description, description components are set in materials objects
25/01/2026built in binder pacing + duration total =baseDurationSeconds * durationMutliplier
binders now change how busy the hotel feels and how long it stays active
Layered lure icons in the hotel popup
created LureIconHelper to combine icons better
layered lure icons in the inventory
Created WorldItemSpawner which randomly spawns selected items in a radius
WorldPickup on items placed on the ground, which collect and animate when the player walks over
added rewardfly animation to the crafting menu
rebuilt the reward fly thing to stack icons 
created a bunch of UI assets
removed early alpha 3D bugs
added new journalUI background
added new journal detail UI
Changed journal fonts to nunito
added new quest ui background
added craftingui background
changed craftingui buttons to be icons
fixed combination lure icon not showing
fixed output description not showing
26/01/2026added iri and shiny trigger overlays
added framer into victoria and textured
fixed UI’s width not displaying properly on mobile
added SunnyNight music
added nospawn deadzone to victoria building