Monday, 23 January 2012

Hexciting times

Sorry it's been a bit quiet here lately but I've been re-thinking the landscape system with both strategy and game mechanics in mind. One of the problems with the 'open' landscape is that there's just too many possibilities and too little delineation of different areas. The new hexagonal landscape offers many advantages. Watch this space for news of the game mechanic I have in mind - all I'll say now is that it involves solo, cooperative and PvP modes.


  1. Wow, that's a big liked the visuals more with the open landscape but i think that i understand the benefits of this one. After all, it's important to create something that enables a single person to finish a large project like this before it gets out of control. If this change contributes to this, all is fine...

    1. I know it's a shame to lose those lovely rolling hills but I needed to narrow things down to a more specific type of game.
      I still might make that version available as a sandbox game as it is fun to build villages, but it was the combat aspects that convinced me to change to hex-based.

    2. Sooo...the village building is actually gone?

    3. Not so much gone as simplified - villages are still very important to the gameplay but you don't get to create them building by building anymore. Don't worry though, it'll still be fun!