![swarm queen level 15 swarm queen level 15](https://i.ytimg.com/vi/2irD6SVM6JA/hqdefault.jpg)
And building in general, I had never used any sort of 3D modeling software and even though BSS’s building is simple, I still struggle to put the crudest stuff together. It was my first Roblox game and I had no clue if I could realistically make money on the platform, so I didn’t want to invest more than 3-4 months into development. I’d say the hardest thing was probably keeping feature scope in check and setting hard deadlines for myself so that Bee Swarm Simulator could just release fast. Lua is an easy and flexible scripting language and I’d imagine anyone with programming experience could pick it up fast. What challenges did you have to overcome while developing? What was the most challenging? The most obvious hurdles were learning Roblox Studio and Lua, which all things considered weren’t too challenging. I loved being able to see a game quickly come together and have my doodles come to life. I had been working on my own game engine for years and to just be able to jump into making a game with an already fully-realized game engine that handles tons of the hard stuff for me (physics, rendering, networking stuff) was something completely new for me. What was it like developing Bee Swarm Simulator? Fun and refreshing. The following interview was between Thundermaker300 and Onett on Error: Page "User blog:RBLXDeveloperInterviews/ Onett: Bee Swarm Simulator" does not exist., as part of the Developer Connections Project.