Tag Archive for Demon’s Hex

Token Advancement Through Story Mode

Throughout the course of the story mode, players will earn experience that can be used to increase the strength of their default set of tokens through advancement. Think of it as a promotion for your token’s class.

There are two types of token classes that will be available at the beginning of the game, Squire and Acolyte. These two classes will determine what path that token will be on to advancement and better tokens. There are a total of 16 classes in each class structure.

The Squires

The first class, Squire, is a physical class. These are your warriors and fighters. They advance in various forms of fighting and weaponry. For example, here is a branch showing the Squire advancing through to Paladin and dabbling as a Knight.

As you follow the arrows from one class to the next, that token will increase in attack, defense, as well as directional attacks.

The Acolytes

Moving on to the Acolytes, they are masters of the metaphysical. They tap into the spiritual energies of their surroundings to defeat their foes and support their fellow warriors.

As Acolytes advance through the ranks, their path is set based on how they apply their magic. If they wish to use that magic for fighting or support, they will grow in knowledge and wisdom.

This example shows an acolyte advancing to Sorcerer while dabbling a little as a Priest.

How Advancement Works

The way this works, is that as you fight story battles with a token of a certain class, let’s say Squire for this explanation, That token will gain experience in that class. Once it reaches a certain level, that experience can be cashed in to advance to the next class. In cases where a class branches off to two or more classes, you would have to play as the base class multiple times to unlock all classes that branch off.

To gain experience, you simply need to use the token in battle. The more the token interacts on the board, the more experience it gains. For example, you gain some experience by simply placing a token on the board. The token gains more experience if that token captures another token on the board. You also gain experience when the token successfully blocks a capture.

Special classes

Not seen in these two paths are special classes that open up as you master certain branches. These classes only show as you experiment with each class and their branches.

Other Notes

The game will be structured in such a way that each of your default tokens will be able to advance through all the classes, if you wish. So you will not be lost if you decide you would rather become a priest and beyond rather than a wizard.

While the story mode limits you to only the starting 6 tokens and what ever class they are at for the story battles, every time you unlock a class, you gain one unique token of that class that is added to your collection that can be used in coliseum and multiplayer matches. So you have an opportunity to gain up to six copies of every token in these class trees for casual play. Story mode is the only way to earn these particular tokens.

Backer Reward Updates And Booster Pack Add-On

Cross Posted From Kickstarter.

It has been five days since we launched this campaign and we are really impressed with those who have supported us so far. You guys are awesome.

However, we did realize that our rewards weren’t explained at all really. We can’t believe that we let that slip our minds the way we did. So we have come to tell you what those special rewards are.

The Booster Packs

The booster packs will be pulled from the over 100 tokens we have planned for launch plus the many many more we will add as the game grows. Each token will be assigned a rarity value, common, uncommon, rare and legendary. This value will be based on the token strength relative to the rest. Each pack will contain 6 tokens, 1 rare or legendary, 2 uncommon, 3 common.

The booster packs you get can be redeemed at any time after the game launches. We will not force you to redeem them at the beginning. So if you want to save your packs until we have more tokens in the game, you will have that ability.

Additionally, if you would like to add booster packs to your pledge, you can do so quite easily. For every $1 you pledge above your reward tier, you will be eligible to get 1 extra booster. So if you pick the $5 reward tier and pay $8, you get the 2 boosters that come with the tier plus 3 extras for a total of 5 booster packs.

When we send out the surveys, you can let us know how many you want.

The Badges

We have 5 embroidered patches that backers can get. These will be based on the corresponding tokens in the game. They won’t be exactly the same, as we have color limits, but they will be as close as we can make them. So here are all the badges we have coming to you.

The T-shirt

We also have a t-shirt that you can earn through backing us at $75 or more. This shirt will be a royal blue with our game’s logo across the chest. Here is a mock up of what that shirt will look like.

There you have it. We have a lot more news and updates coming your way as this Kickstarter rolls on. So stay tuned.

First Day Down And An Update About Single Player Mode

Cross Posted From Kickstarter.

We wanted to send a thank you to everyone who has backed Demon’s Hex so far. We really appreciate your support. We are working hard to make this a successful campaign and a successful game.

And to show you more about the direction we are planning on taking Demon’s Hex, we wanted to explore more about the single player RPG mode.

This is where much of a player’s time will be spent. It is in this mode that the players will advance in the story, level up their tokens and earn new tokens for play in the multiplayer portion of the game.

But right now, the story mode contained in the prototype is not much more than a map. So I wanted to provide you an idea of the direction that we will be going with it.

We have been taking part in a one game a month challenge this year. One reason is to better familiarize ourselves with the HaxeFlixel engine but also to expand on ideas we have for features in Demon’s Hex. In June, we explored two features, Tiled Map Editor support and the single player RPG mode. The resulting game is Alex’s Meadow RPG.

Sample of Demon's Hex's Single Player modeWe hope this game gives you an idea of how we want to approach the single player interactions in Demon’s Hex. Each point on the map will feature either a story node or a battle node. In the story nodes, you will have your conversations with NPCs and open up new areas to explore. In the battle nodes, you will fight the evil that has cursed the land.

We really like the idea of allowing the player to walk around the map, but we understand that will not work well with touch screen devices. To that end, we are going to be adding in path finding AI into the game so that the player characters walk to where ever the player touches on the screen.

The portrait window will also see an update. We are going to be changing out that rectangle with a hexagon to be consistent with the game theme. We think that would be a nice touch.

So try out Alex’s Meadow RPG and let us know what you think. Also, please continue to share our Kickstarter campaign with everyone you know.

Announcing: Demon’s Hex Kickstarter

As of today, we have launched our campaign to fund Demon’s Hex. All the details are available at our Kickstarter Campaign Page. So check it out.

From this time forward, we will be posting regular updates over on the Kickstarter page and cross posting them here. We also have a handy widget over in the sidebar to allow you to quickly find the campaign and track it.

Please share our campaign and help fund 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.