Behind the Scenes of Beetle Uprising: Egg Editor

We thought we'd share some behind-the-scenes stuff from the development of Beetle Uprising, as we approach the full release! [url={STEAM_CLAN_IMAGE}/30237079/583f0779fafe148f3cc545e5992b8d5d5f17a220.png][img]{STEAM_CLAN_IMAGE}/30237079/583f0779fafe148f3cc545e5992b8d5d5f17a220.png[/img][/url] Here's a screenshot of David's egg editor. He built a custom Unity Inspector to label genes and give himself drop downs to tweak the genes given out with a particular egg. In Beetle Uprising, most of your best beetles will come from generations of cross-breeding, but every so often you’ll need to add fresh genetics to the gene pool which come from beetle eggs. In this shot, We’re looking at the "Best Stats" egg. It shows part of the visual genes, and a bit of the attack type genes. Here, different genes control morph targets in the beetle 3D model (such as making spikes or width or legs different sizes). Similar genes control the custom shader which gives you visuals such as color, iridescence, stripes, or masks. Once a beetle is hatched, its properties are fixed. If you want a different look or ability, you'll need to breed or acquire new eggs from missions.