![get your ants to follow pheromones in empire of the undergrowth get your ants to follow pheromones in empire of the undergrowth](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28521019/fb6e21b66d753c0010f1f4aa1961e16e26b85f18.jpg)
- #Get your ants to follow pheromones in empire of the undergrowth full
- #Get your ants to follow pheromones in empire of the undergrowth windows
#Get your ants to follow pheromones in empire of the undergrowth full
We have been aware of this for a while and although I was working on a full blown bot colony AI, it has taken a back seat for the moment as we ramp up to early access (which will be primarily scenario driven). What you say about it being "scenario driven" hits a chord with me. I'd very definitely be interested in scenario building if the option was available For Critters and The Nest, I found there was a strong weighting towards learning a map with a couple playthroughs before winning it - because it's not always clear when you're going to hit a chamber with critters in it, learning roughly where those are gives one a huge advantage The scent-trail mechanic works very nicely, I really like that and the way it pushes towards a non-micromanaged playstyle I felt like I wanted more tactical options at times, though I imagine this is something that will be fixed as more content comes in/different maps - the scenarios as they are work well for the game as it is, but Critters and The Nest at least are fairly pure rush-tactics styley, especially the second half of The Nest (though that bit is good fun!) UI stuff in the top right corner might be a bit small, I wasn't using it much & found I preferred to just look at where the scent markers were
![get your ants to follow pheromones in empire of the undergrowth get your ants to follow pheromones in empire of the undergrowth](https://static.wikia.nocookie.net/empires-of-the-undergrowth/images/5/58/Velvet_ant.jpg)
Similarly I needed a bit more clarity on my own side - I guess some of this may be covered by the tutorial, but even so it might be good to flag up "worker ants are workers, black ants are soldiers" more clearly within the UI. The research is clearly good behind the game, and it would be good to see more of that coming through. I definitely wanted more of an info base - like mousing over enemies to see what they were or something (both in terms of their species and in terms of getting some sort of tactical sense of how tough they were). It definitely makes my fan boost up quite a bit faster/laptop heat up a bit, don't know if this is normal When I first booted it up, the graphics settings were weird and so fuzzy I could barely see the camera until I tweaked them (I should've got a screenshot but didn't, sorry) Surrounded I wanted to play more of to see more other enemy bugs but I also enjoyed it less, I think simply because I don't like the "fight waves until you die" RTS scenario style so much. The fact it's quite scenario-driven thus far perhaps limits replay value a bit, but the scenarios are good fun the "critters" and "the nest" took me 3-4 attempts each before getting the knack of them. I sense there's a lot more content to come, but what's there is already an actual fun game and I've enjoyed playing through it.
![get your ants to follow pheromones in empire of the undergrowth get your ants to follow pheromones in empire of the undergrowth](https://i.ytimg.com/vi/PLiIYCNQeqE/maxresdefault.jpg)
It looks pretty - not just "looks the part", but the whole thing is really quite visually pleasing, the sounds are good, the controls are smooth and make a lot of sense.
![get your ants to follow pheromones in empire of the undergrowth get your ants to follow pheromones in empire of the undergrowth](https://gamepardvideo.com/wp-content/uploads/2021/01/Empires-of-the-Undergrowth-Про-советы-и-гайд-по-игре-в-стратегии-выживания-муравьев-для-новичков.jpg)
Main reaction - kudos, it's a lovely game. OK, I've had a few runs through the three available maps! That includes making our own sound effects: We have to try and do as much as we can on a tiny budget. Our team is really small, there are just three of us, and only one gets to work on the project full-time (slowly eating away at our modest kickstarter pile). This is how the underground looks (after a lot of digging)Īnd here is a shot of the overground (the beach) Currently in the demo, you can only explore underground maps - but you can see overground in action on our steam "coming soon" page. You need to gather food, build more workers and soldiers, and most importantly, defend your queen. You start each level with a queen and a couple of worker ants, and you have to build up from there. I stress "a bit like", I don't know if we can truly do either of those immortal titles justice. It's a bit like the original dungeon keeper, crossed with sim ant.
#Get your ants to follow pheromones in empire of the undergrowth windows
You can grab the demo (0.064) for Windows here: We just put out a new demo (with some much overdue performance enhancements) and so it seems like a good time to do an announcement about it in the indie alley. I have been working on an ant colony management game for a while now and posted around here a few times in relation to that.