Hextopia
Turn-based strategy game inspired by playing too much Polytopia and wondering “how hard could it be?”
What's that, Jez? You're so completely sidetracked that you're staying up to near 2am because you got too excited about flood-filling hexagons with colours? And your first algo wasn't fast enough so you *just had* to optimise it?
— Jez 🌻 (@NinjaJez) May 28, 2018
Sigh.
Go to bed!#unity3d #gameDev pic.twitter.com/UxhKqlvpA8
I'm kinda iterating my way towards understanding how to hexagon-inception this thing :3 Maths and geometry really aren't my strong point, but @redblobgames resources here are a godsend! https://t.co/Oq3mbUOZnc#unity3d pic.twitter.com/yMMC2UFHmk
— Jez 🌻 (@NinjaJez) May 28, 2018
AAAAARRRRRGH, so close! I'm relatively certain that my model is slightly incorrectly scaled... so annoying! XD pic.twitter.com/aAihDUGWiw
— Jez 🌻 (@NinjaJez) May 28, 2018
I don't want "times one dimension by a number found through trial and error" to be by solution, but I don't really get what I'm doing wrong /shrug
— Jez 🌻 (@NinjaJez) May 28, 2018
Anyway, onwards! #gameDev pic.twitter.com/uL7Fdm5bkF
Ending the bank holiday on a high having got meshes lined up and rendering, and with a fledgling raycast system in place to allow you to click on tiles! Nothing happens, sure, but it's progress!#unity3d #gameDev #SideProjectMonday pic.twitter.com/5vS3WEUYWG
— Jez 🌻 (@NinjaJez) May 28, 2018
Here's a first for me! Deployed my unity project to my phone!
— Jez 🌻 (@NinjaJez) June 2, 2018
Camera controls are buggy, the GUI button is fugly and without the gizmos it's not really usable, BUT IT RUNS!!#unity3D #gameDev #madeWithUnity pic.twitter.com/z56YumKUU9
Spent a couple of hours today improving the camera and bringing a spot of order to the world gen. Player start locations are distributed evenly, ocean seeds randomly.
— Jez 🌻 (@NinjaJez) June 2, 2018
I really gotta make the terrain more interesting though!#unity3d #procGen #gameDev pic.twitter.com/Rq3JEqolhN
Babby's first mountain range!
— Jez 🌻 (@NinjaJez) June 3, 2018
Shout-out to https://t.co/bJC4IKgSFa for an excellently hand-holdy beginners tutorial :)https://t.co/vtoCuDKw3n#lowPoly #Blender3d #learning pic.twitter.com/WXzuJMAWoB
It's just a random distribution so far, but I've gotten the idea of mountains, forests and villages in!
— Jez 🌻 (@NinjaJez) June 4, 2018
I kinda need to either learn how to do assets for an orthographic perspective or switch over to a perspective camera.#unity3d #procGen #sideprojectMonday pic.twitter.com/Va745AAOzG
Implemented very raw take on faction biomes; here we have a split between mountain/forest and forest/empty biomes :3#sideprojectMonday #unity3d #procGen #gameDev pic.twitter.com/rFo63UeJaL
— Jez 🌻 (@NinjaJez) June 4, 2018
Baby's first @unity3d UI :D
— Jez 🌻 (@NinjaJez) June 9, 2018
I think the logo I spent all of five minutes coming up with is too tall, and the colour scheme is all spur-of-the-moment, but as first stabs go I'm happy :)
Also note: phone orientation :O#madeWithUnity #gameDev #learning pic.twitter.com/6d7wmj2t3l
Spent a lot of my Friday evening doing a refactor of the codebase to decouple state from #unity3d GameObjects as much as possible. I'm figuring this Unity architecture thing out as I go!
— Jez 🌻 (@NinjaJez) June 15, 2018
Recently added new tile feature (with placeholder art) and more water#madeWithUnity pic.twitter.com/3W7vF64w0X
My experiments with adding unit UI features allows me to play a bit more with the basic combat implementation :D
— Jez 🌻 (@NinjaJez) June 17, 2018
Pretty sure this is a massively inefficient way of doing things, but it's working for now!
Really need to get some unit models though...#Unity3D #madeWithUnity pic.twitter.com/kSFVJnDRRD
Whole bunch of stuff going on here! Fixed an issue with my hexagons not being regular, added basic UI for player currency, added a radial menu on cities to allow units to be produced, and cities now have borders! Phew!#sideprojectMonday #madeWithUnity #android pic.twitter.com/Eoacb6Z5TK
— Jez 🌻 (@NinjaJez) June 25, 2018
Thanks to @de_velopment for #sideprojectMonday - found the motivation to get back to poking this little chappie!
— Jez 🌻 (@NinjaJez) July 16, 2018
Added the foundations for "resource" tiles, key for upgrading cities, and messed around with #unity3d ui framework some more to better support mobile screen sizes! pic.twitter.com/pQKCbGLILa
Having been doing a bunch of behind-the-scenes stuff on my game for a while how, I thought it would be nice to do something a bit more screenshot-friendly and build a debug visualiser for the map generator! V1 shows just tribe vs ocean regions #gameDev #sideprojectMonday pic.twitter.com/lWtXtJ9Lpc
— Jez 🌻 (@NinjaJez) October 8, 2018
Added visualisation for tile features to my debug tool, so I can break down the map gen stages and get a better feel for what's working and what's not!#procGen #gameDev #sideprojectMondays pic.twitter.com/7dAZb34wKR
— Jez 🌻 (@NinjaJez) October 8, 2018
Spent my evening having a go at using probabilistic fields to decide where to place additional villages. There's quite a lot that can go into this, but for a first effort I'm happy with the results! #procGen #madeWithUnity pic.twitter.com/HAfpvOiHeJ
— Jez 🌻 (@NinjaJez) October 11, 2018
Down with a cold today, but gathered the energy this evening to further tweak my world gen algo to use a perlin noise height map for water distribution, with player tribe related biases. Needs a little more consideration, but not a bad start. #procGen #gameDev #madeWithUnity pic.twitter.com/5UE9r4j4m1
— Jez 🌻 (@NinjaJez) October 15, 2018
Enhanced my village positioning (brown squares in the last image) to be aware of the water level; tiles that are beneath the water line are penalised, but if a village is forced to spawn there it is raised above the water line.#madeWithUnity #gameDev pic.twitter.com/LTPM3SHrjN
— Jez 🌻 (@NinjaJez) October 16, 2018
Messing around with height map scaling and the impact that has on water distribution. Because I'm adjusting water levels to cover a % of a region, increasing the scale gives more cohesive bodies of water (in black) :D
— Jez 🌻 (@NinjaJez) October 17, 2018
Height map scales are 6, 8, 10 and 12#madeWithUnity #gameDev pic.twitter.com/ESHKutGNUz
A productive #sideprojectMonday! The pic looks a bit of a mess, but it represents a milestone of generating water, land, mountains, resources and fertile tiles. All of which can be calibrated on a per-region basis! #gameDev #madeWithUnity pic.twitter.com/7AwcIhAqtV
— Jez 🌻 (@NinjaJez) October 22, 2018
This #sideProjectMonday I got my map gen configuration options working with slider and number field inputs, and found that my random seed, radius, and ocean bias slider at least looks like they are working! pic.twitter.com/KtaYoXgIwV
— Jez 🌻 (@NinjaJez) November 12, 2018
On the plus side, this #sideprojectMonday I implemented the last two tile improvements I have planned, and added a tech point income to be distinct from gold income.
— Jez 🌻 (@NinjaJez) January 21, 2019
Downside, my world generator algo decided to have a fit for no discernible reason XD pic.twitter.com/5HOcPcTriR
I put a multitude of moments into my #sideprojectMonday over the weekend correcting major flaws in my world generator. It now correctly apportions tile types and resources according to biome!
— Jez 🌻 (@NinjaJez) February 4, 2019
Just discovered that my models aren't being committed to git though, that's a bother... pic.twitter.com/JjyRl2f3gr
Been a while since I had anything visual to post from my #sideprojectMonday stuff, but here's a very early take on tile visibility!
— Jez 🌻 (@NinjaJez) March 25, 2019
Tile data is tracked based on the last time a player saw it and refreshed when a unit re-visits the area #madeWithUnity pic.twitter.com/nThNrCQ3RT
I've been a bit sad about the visuals on my #sideproject for a while now, and finally decided to buy myself a cute little asset pack from https://t.co/m1eqSoDuYQ by @khalkeus3d.
— Jez 🌻 (@NinjaJez) April 15, 2019
Doesn't have everything I want, but it's massively helpful to have visuals I don't hate! #unity3d pic.twitter.com/tuzAS9A0P4
I was grumpy with how bleh my sideproject looked, so have done some work with the visuals. Long way to go, but at least I'm a bit happier!
— Jez 🌻 (@NinjaJez) April 27, 2019
Shout-outs to @cakeslice_dev for the outline script, and @khalkeus3d and @acornbringer for low-poly models.#sideProject #madeWithUnity pic.twitter.com/aBAUh0VEn8
Spend a productive #SideProjectMonday working on UI feedback - what resources you can harvest, what tiles you can view... and when you're invading a city.
— Jez 🌻 (@NinjaJez) September 23, 2019
Ok so my first particle effect is a bit hurried, but thanks to @de_velopment for encouraging me to keep at this! pic.twitter.com/4pCyUyBWXi
Spent #sideprojectMonday with @de_velopment working on my strategy game, playing around with particle effects to give more UI feedback. Smoke rises from occupied villages and cities, and ripples help indicate water-born units! It's all very much "dev-art", but it makes me happy! pic.twitter.com/p3vXhhEU8k
— Jez 🌻 (@NinjaJez) September 30, 2019