Shiny units and spinning arrows!

Today I finished the first major iteration of Hex. While there were a lot of behind-the-scenes changes that went into it, on the front end, it means that the arrows now turn when they move, and the units are shinier than before. The board is now also set up symmetrically. Check it out here.

While there are still bugs to be squashed, and polish to add, it’s exciting to have a first draft of this game out in the world.

 

Play Hex now!

Today I deployed Hex to the web! You can go try it out over here. This resolves GitHub issue #9.

I might do some more development tonight, but for now, I’m off to play volleyball for the night.

 

Announcing Hex

This month, I’ll be taking part in the #1GAM (one game a month) challenge with a game that I started a while back. Right now, I’m calling it Hex, though that might change. I’ve been making decent progress on it for the last week or so, and to keep me motivated, I’ll be blogging about my progress each day. The challenge ends on February 28th, so Hex will be available to play by then at the latest.

On to the status update. Today I added a new type of unit to Hex, called an Arrow (resolving GitHub issue #6). Arrows are unique because they can attack twice before becoming exhausted, which allows them to attack multiple targets, or to burst a single target. They can also move between attacks. There are two other kinds of units- Cubes, and Pyramids- which I will describe in more detail in the coming days. Both of the other unit types have already been implemented.

I cannot emphasize enough how important it is to bake good polymorphism and inheritance into this kind of code; having a solid Unit base class to work with is making the other unit classes much smaller.

Here’s how things look right now:

Capture

 

I’m excited to continue working on Hex!