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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  (40 - 50 of 69)
RangerC Jan 7 2011, 11:38am buried:


Worst engine ever, yoyogames made that noobs can built their own failgames.
This is freaking annoying.

-11 votes     reply to comment
Sharlowidalot Jan 8 2011, 1:48am replied:

Its not all that bad. With the right DLLs you can make game good enough to be a current-gen game.

+3 votes     reply to comment
RangerC Jan 9 2011, 5:41am buried:


"With the right DLLS" i hope you made those Dll's and didn't copy/pasted them.

-8 votes     reply to comment
Tha_14 Feb 5 2011, 1:23pm replied:

If you dont like it why you visit this site???

+4 votes     reply to comment
MrTambourineMan Mar 7 2011, 4:08pm replied:

Because he's a troll.

+4 votes     reply to comment
OverwatchNow Jan 7 2011, 2:20pm replied:

Can you make it better?

+3 votes     reply to comment
RangerC Jan 8 2011, 10:29am buried:


I already made games, and all the time people ask me howtodo this function or this feature in GameMaker. This is ******* annoying.
Developing meant something years ago.

-7 votes     reply to comment
topato Apr 21 2012, 3:57pm replied:

Developing has always had a stigma of being the realm of the socially outcast and slightly autistic, but it seems like in the past few years, more and more indie game developers are given this mystique, where they are idolized and quoted by the even more socially outcase and autistic, huddled gaming-nerd masses. Development used to mean nothing. It's finally starting to be something you can proudly tell people when they ask what you do for a living, knowing that gone are the days of the stereotyping and ostrisizing of programmers.

+2 votes     reply to comment
Ark_ Jan 28 2011, 12:26pm replied:

I hate to bring up age but "years ago", your profile says your 15, I doubt you where devolping years ago.
If game maker allows more people to make games, great.

+4 votes     reply to comment
Evayr Jan 6 2011, 8:48am replied:

It isn't the best. But you can use DLL's like Ultimate3D etc. to improve the performance in GM. ;)

+1 vote     reply to comment
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YoYo Games
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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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