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Blog RSS Feed Report abuse Latest News: Hexodus Rebuilt

About Hexodus with 0 comments by ghostfig101 on Nov 27th, 2014

Hexodus has been rebuilt from scratch using all new tools, assets, and mechanics.

Hexodus will now be released for PC and hopefully for touch screen devices with a refined interface. I decided to rebuild this game from the ground up for a technical reason involving issues with the original SDK, but also for a chance to make a better quality game before investing too much time in development.

Visual Changes:
I've also received some help in making the game much more visually appealing. While not final, we have brand new assets and now present the game in an isometric view.



New Planets, Resources, and Perks:
All planets have three attributes (Population, Energy, Security) and resources (Titanium, Silicon, Carbon) with pairs of high, medium, and low quantities balanced between them. This is based off of what types of planet it is, so a desert planet would have high energy and silicon but low security and titanium. Planets are also given a random selection of passive perks that can be researched. All these details will be better explained in future news. Along with many of the new assets, planets are now made from 3d renders for a much cleaner and more realistic look.

Gameplay Changes:
The game is still a turn based strategy game involving colonizing and conquering planets. To give planets more character and importance, players can now invest resources into a planet for permanent passive upgrades. Making some planets more desirable than others and help focus combat forces more naturally than having everything spread out.

A major design change in combat is that ships now deal different types damage based on their rotation. Giving greater reward for flanking enemy ships, taking inspiration from XCOM: Enemy Unknown two-move combat mechanics.

There are four sections of a ship, the front with 0% chance of critical damage, front-sides with 20%, rear-sides with 40%, and the rear with 80%. Examples below show attack ranges and critical chances of the red ship against the blue ship. Red tiles representing front facing weapons and yellow tiles representing omnidirectional weapons.

No matter the rotation, omnidirectional weapons offer no chances of critical hits. Making ships that specialized in omnidirectional damage better as a close range or crowd fighting combat. While directional specialized ships with better front facing weapon damage are great for long range defense or ambush tactics.

What's Next:
There is still a lot of work to be done, but the game is nearing to a playable state. Next update will show off the new UI. I hope you all like the changes that have been made an looking forward to hearing you feedback.

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Post comment Comments  (30 - 40 of 69)
senntenial Oct 8 2011, 1:18am says:

To rangerC, the best way to get in to game development is to start out in 3d. Gamemaker is a beautifully done, flexible program onto which I have invested much time. When I moved on to the third dimension, I realised gamemaker no longer had the greatest toolset, so I went on to the source engine. Moral is, game development is a learning process, and the skills you learn here will help you later on- so don't be so quick to judge a software based on half-arsed attempts, and take a look at the great games developed by inspired people.

And "I hate to bring up age but "years ago", your profile says your 15, I doubt you where developing years ago."
Guys, I started Blender when I was about 12 and gamemaker earlier than that, haha.

+3 votes     reply to comment
MHstudios Jan 23 2012, 10:49am replied:

I stared game maker and art of illusion when i was like 9, and 3ds max when i was like 11.

+3 votes     reply to comment
xSmoJithx Feb 24 2012, 6:11pm replied:

I started making gaames like world of warcraft in game maker when i was like 5 and went on to make even better stick fash games when i was like 7...

+2 votes     reply to comment
Tha_14 Aug 25 2011, 12:24pm says:

And now somebody need to update it.Current version is GM8.1

+3 votes     reply to comment
SNAKE_666 Mar 7 2011, 11:59pm says:

\/ Reply not working, its for hulklol.

+2 votes     reply to comment
SNAKE_666 Mar 7 2011, 11:58pm says:

nice job dude, your game looks pretty sweet. kinda reminds me of the old days of gaming.

+1 vote     reply to comment
SPY-maps Feb 14 2011, 5:47am says:

well said Arkage!
(I hate to bring up age but "years ago", your profile says your 15, I doubt you where developing years ago.)
just show us one of "you're" "great" game Ranger366.
it's so easy to talk trash, prove that you're silly comment is nothing more then childish silly talk!


+3 votes     reply to comment
JPEgames Feb 5 2011, 3:02pm says:

It is cool, I made a nice game with it, try it, please :D:

+3 votes     reply to comment
OverwatchNow Jan 7 2011, 2:24pm says:

I like this! Because I am very weak in a programming language and this constructor is a great springboard to begin.

+4 votes     reply to comment
adfjkndjklnhdfs Nov 8 2011, 1:57am replied:

cry about it somewhere else, this engine provides a good base to start learning, and hopefully take what you learned on to greater and better game engines...

+3 votes     reply to comment
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Released Nov 14, 1999
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Highest Rated (4 agree) 10/10

Great to make both easy, simple games in minutes for beginners, and tons of options for those who are willing to go one step further. Game maker has been used to create commercial games, for iPods, iPhones, iPads and psp. The game maker community on Yoyogames is strong (well over 100 000 members) and very supportive. Posting your game on this community can result in it being published on an international scale, in addition to being featured and played by thousands of people.Yoyogames have also released…

Dec 14 2011, 8:56pm by Elec09

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