Tag Archive for Demon’s Hex

We Showed Off Our Games In Front Of Other Oklahoma Game Developers

Every month, there is a meeting of Oklahoma Game Developers. This gives anyone attending an opportunity to show off their projects. So we took some time to show off our progress on Demon’s Hex and our January One Game A Month entry, Dragon Canyon.

We plan on showing off each of our One Game A Month entries at each meeting this year. It gives us a goal and a deadline for completion. Something that we didn’t have last year when we tried it.

You can see everything else that happened at the meetup over at OKGamDev.com.

Updated Title Image For Demon’s Hex

New Demon's Hex TitleThis weekend, I updated the title image for Demon’s Hex. It didn’t really need it, but I thought it would look better with an upgrade. You can see it above.

I personally like how the hex tokens kind of blend into the stroke around the text including the border. This is going into the game as we speak.

A Look Back At 2013 And A Look Forward To A Game Filled 2014

Happy New Year From Divine Knight GamingYears come and go. Game ideas come and go. But one thing is for certain, there is no time like the present.

This past year brought with it a lot of challenges and a lot of surprises. We entered the year 2013 with the idea that this would be the year that we completed Demon’s Hex and began looking forward to developing new games. We had hoped to take advantage of the One Game A Month Challenge to help spur that forward.

Sadly, that didn’t happen.

However, it is not all bad news. We entered 2013 with Demon’s Hex as merely a concept with visuals. It had no gameplay at all. But with some great motivation from local game developers, we were able to bring Demon’s Hex to a fairly playable state. You can actually play battles in the game and it is pretty fun. While the full game proper is not at all near complete, this makes a major milestone for us as developers.

With that success under our belt, we look forward to taking on the challenge of making Demon’s Hex fully playable. Everything will be done.

We also have a number of other games we want to start making. This year, we really want to achieve that One Game A Month challenge. It is a noble goal and one that we could easily do. We just need to sit down and do it. Just one weekend a month would get that done. Just some private game jams to get them done and out. They don’t have to be flashy or big, just done. That is all that matters. Completing the game.

That seems to be the gist of our New Year’s resolutions. We just want to complete some games.

With our technology pipeline pretty solidified this past year, that will make it far easier to complete. Now that I have my bearings inside HaxeFlixel, I can easily complete this challenge with the help of Willis. Together we can do it.

I can’t make any promises on what types of games we will create along side Demon’s Hex. I can just promise that we will try to do something different each time. While it would be easy to fall back on the same mechanics and genre’s it wouldn’t expand our minds nor foster creativity.

We were glad to make the strides we made in 2013 and look forward to making further strides in 2014. We hope that 2014 is the year that we make a name for ourselves.

With that, we wish you a happy new year.

Back In The Saddle With Demon’s Hex

Demon's HexI have finally gotten back into my groove with Demon’s Hex. This is after a long while where I decided to take a quick breather and try out some other stuff. Unfortunately, I did not manage to get a game up and running on the Ouya like I had hoped. Many of the snags I hit there had a lot to do with my knowledge of HaxeFlixel. Not that it was anything bad about the technology, it is just that I have not quite figured it out enough to get where I need to be.

So I have taken up Demon’s Hex again and boy did I run into a wall. HaxeFlixel released its version 3 during this brief respite. And with that update came a whole lot of changes to some of the core functionality of Demon’s Hex. There were three big changes that tripped up Demon’s Hex.

The first was with the way to embed a custom font. Demon’s Hex uses a font called Solemnity which gives it that nice look. But with the new update, the ability to add a custom font was removed on accident. Thankfully the fine folks working on HaxeFlixel were able to quickly add that functionality back, although in a very different fashion. I still need to make some tweaks to the display of text as now everything is offset from where it needs to be.

The second problem was with animation. Previously, I was using a function called goToAndStop to run an animation to a specific frame and end the animation. However, the new version of HaxeFlixel uses a very different way of animating sprites and goToAndStop was decommissioned. I had to figure out a custom solution that duplicated the behavior. This is working as needed now.

The final problem was with the glow effect around the tokens when placed on the board. This one was the most difficult to figure out after the change. This was a highly different process from before. It required some extensive rewriting and experimentation to get functioning correctly. I spent many hours working on it. I just finished this up this morning and I am happy with the result.

Overall, I like the changes that were made to HaxeFlixel. The new organization of the class files should make developing games with the technology far easier in the future. I had just not been keeping up with the development of it like I should have been. Had I actually been watching these updates, I probably would have been able to anticipate and account for these changes earlier.

I am now moving one to working on the actual story mode of the game. I think for now the battle portion works as a very close approximation of the final game. So it is time to give other parts of the game the love they deserve.

Demon’s Hex Video Update: Walls, Spinners and Win Screens

Hello everyone. I have uploaded a new video showing off the latest updates to the game. I haven’t had a lot of time to work on the game this past week, but there is still some progress being made.

This video shows off a few of the new features since the last video. In it, you get to see a bit about the creation of the spinner that determines which player goes first. This spinner design will also be implemented in battles between tokens that have the same power. It doesn’t work yet, but the spinner does show the winner in one to one matches. The beginning of the video shows off the Dice Test that I used to create the spinners.

The next feature is the walls. These are put between spaces on the board that prevent two tokens from attacking each other. These can be used strategically by you and your opponent to gain the upper hand.

Finally, there are some win/lose/draw/perfect screens now that give you the opportunity to play again. These screens will be expanding in the future to include more features and information.

That’s it for today. I think the next video will be an inside look at token creation. So look for that soon.

New Demon’s Hex Upload

Demon's Hex

I uploaded the latest version of Demon’s Hex to the website. You can play it over on the Demon’s Hex page.

This version incorporates the walls feature and the starting player dice/dial thingy. There is also the beginnings of a dial system showing the battles that take place when taking part in battles between equal powers.

That last feature, while functional, is not complete. I want to get to where it shows off each challenge in order rather than all at once. Not sure how to tackle that at the moment. So for now, it just points to the winner of the battle.

Finally, there is a very basic win/lose/draw state that lets you relish in your victory or wallow in your loss depending on how the tokens fall. From these screens you can start a new match or go back to the main menu.

There is also what is listed in the main menu as a “dice test”. This is just a series of buttons and a token that spins when clicked. I used it to test out the dial animation that I use in the game. Just something interesting I thought I would leave in for now.

I still have a ways to go, but at this point, I think working on the enemy AI is probably the best bet. The enemy is still pretty lousy. Sometimes it gets lucky and actually wins, but most often, it just plays stupidly.

I hope that you enjoy the latest update.

Demon’s Hex Now Has Walls

Walls in Demon's Hex Battles Prevent One Space from Attacking an Adjoining Space.I am surprised at how easy it was to implement these things, but I have added an additional feature to Demon’s Hex. I had wanted to add some type of wall or block between spaces in order to add an additional bit of challenge to the game. So I did it.

What these walls, the grey bars between spaces, do is prevent an attack from one space to an adjoining space. If you look at the screen shot, the Dark Knight in the top middle space was unable to attack the Heads in the second row second space because of the wall between those two spaces blocked her attack. This will allow for an additional challenge to players to work with when playing the game.

While early in the match, it may not matter, the later in the match you go, the more troublesome the walls will be. Especially if you have few tokens that can attack from the openings. These walls will result in prefect games being even more rare.

It turned out these walls were a lot easier to implement than I had originally thought. But as I started fleshing out the concept, it all became a simple on/off check. I had all the other checks already in place.

I am still experimenting with a good balance of walls that are fun, unique and not too limiting. so far it seems that around 5 or six walls dispersed on the board is more than enough. Any number more than that becomes too challenging.

I had originally considered just randomly dropping some on the board but realized that I would probably go crazy trying to make sure that certain spaces are not walled off completely. So I will be creating a certain number of predefined wall layouts to use in the game. Which one you get and how challenging it is is up to chance though.

Predictability Can Be A Bad Thing In Games

As I was working on Demon’s Hex, I came to realize something that might have been a bad thing for the longevity for the game. It was way to predictable. Every move you made as the player had a very predictable and obvious outcome. That was not good.

Why is that bad, you might ask? Well, let me tell you about it. The game has some very basic rules. You place a token on the board. Whichever sides has an arrow, the token will attempt to attack that side. If your attack power was higher than the defender’s power, you won and captured the token. If it wasn’t you didn’t capture it.

That is when I saw the flaw. When the attacker’s attack power was the same as the defender’s power, the defender won by default. While not a huge deal, this rule reduced the fun of the game. There are a whole heck of a lot of times when the player will have only tokens with the same attack power as the enemy.

So I decided to change the game up a bit. I decided to roll the dice, so to speak, on those scenarios. However, instead of a simple flip of the coin, I decided to make a dial with various weights depending on the actions taken. Let’s take a look: Read more

First Video Introduction To Demon’s Hex

 

Demon’s Hex has made significant progress since the last time I showed it off. Now I have put together a video walk through of the game as it is now. The video discusses everything that the game has going for it. Just go over to the product page and play it yourself.

Guess What. I just Won At Demon’s Hex

Demon's Hex WinExciting news everyone! I not only just played Demon’s Hex, but I also won a few battles! This is big. This is the first time this game has been playable in any way, shape or form. Not only can you play it over on the product page, but you can also win!

There is still a lot of luck to the game though. You start off with a random selection of tokens, which may or may not be good. The enemy does as well and they may or may not be better than yours.

The enemy AI is still weak. It still just takes a random token from its hand and puts it in a random empty space, but it can be tricky though. Sometimes it can place a random good token in a random good spot and take your lead toward the end.

I am really getting excited about developing Demon’s Hex. This is the most progress I have made in a while and I really look forward to expanding it and making it far better.

I hope you guys enjoy it. If you want to help out in development of the game, I am taking donations over on the right. Just click the Paypal “Donate” button. Any little bit helps. While you won’t get any real perks right off, you will get the satisfaction of knowing that you are helping a budding indie dev grow.