First devlog: What I made so far
HEXAGOLD » Devlog
v0.0.1.11
- Hexagonal math
- Pathfinding algorithms (Breadth First Search, Uniform Cost Search, AStar)
- Some utils scripts for drawing path area and paths
- Unit navigation with action points
- Turn based system
- Tile reveal mechanics
- Camera snap to active unit
- Select next/previous units
For now I finishing turn based units movement and plan to move on to enemies and build system. I have list of features with priorities, so will pick some valuable from it.
Also I plan to make world generation much better than random. I will use Wave function collapse to achieve this. I already made research about how to implement this in my case. So, just need some time after I finish units and buildings.
For now it’s enough to have this world generation. It works pretty simple, I have preset with list of different tiles and weight of each tile in grid. Sum of all weights become a total weight and every weight just use ratio to set probability of instancing.
EXAMPLE:
- grass = 20
- water = 8
- field = 10
- forest = 14
- mountain = 4
Total weight = 56
- probability of grass = 20 / 56 (35%)
- probability of water = 8 / 56 (14%)
- probability of field = 10 / 56 (18%)
- probability of forest = 14 / 56 (25%)
- probability of mountain = 4 / 56 (7%)
Files
HEXAGOLD v0.0.1.11 31 MB
Jul 17, 2023
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HEXAGOLD
Turn based hexagonal survival strategy
Status | In development |
Author | GenEugene |
Genre | Strategy |
Tags | 3D, Atmospheric, Exploration, hexagon, Indie, Low-poly, Singleplayer, Turn-based, Unity |
Languages | English |
More posts
- Version 0.1.17Mar 16, 2024
- Version 0.0.29Sep 28, 2023
- Version 0.0.28 demo videoSep 20, 2023
- Version 0.0.27, new assets, drop items and moreSep 11, 2023
- Radial options menu for units and buildingsSep 04, 2023
- Bunch small improvementsAug 30, 2023
- Add to wishlist on Steam!!!Aug 25, 2023
- Some enchantments and building updateAug 25, 2023
- Main menu and game menu base completedAug 23, 2023
- Main menu and ingame menuAug 22, 2023
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