So do think combat will combat ruin Hexagod? Please help me out by playing the demo (combat patch should be live by the end of today): store.steampowered.com/app/3059390/Hexagod/
I like the idea of an end boss that spawns after a certain amount of time, and you have to use all your villagers/weapons to defeat it. It gives you a goal that you're constantly working towards.
Villager classes open up a whole extra layer of gameplay. How many other villager types were you thinking? I propose: trader villagers that connect to a randrom group of 'other village' tiles. Similar to combat, devote one trader for each other village tile for economic victory.
In my head the "class" of villager will be based on the item you give them. So the limit to different classes would be based on how many different types of items I add.
It's coming along really well! I played it early on and enjoyed it so far, but since there wasn't much to do after getting the basics down, I'm simply waiting for more to be added. I'm also trying to develop a game myself (thank you for your tutorial videos) and I relate that it's hard, but I really like the direction you're going and admire the progress you've made -- it has a lot of potential and a nice art style, so keep at it!
I like the idea that He Is Coming brought to the table and used a periodic force to push against. Random boss every so often that you know what it is and have a way to prepare for it.
Not sure if that's already to complex, but there could very rarely spawn a city with which you can trade. Also the citys could provide quests. You can even combine that with enemies. Enemies are going for citys and you have to defend them with your villagers. This would create some tricky situations e.g. there's a city pretty far from you, but gives you some passive bonuses, will you defend that city from enemies? Or will you be the city raider and raid the city?
I appreciate your videos and how honest you are about the honestly shitty parts of gamedev (not here in particular but in general), it feels really good to be able to relate to someone with more experience
First thing I thought of was making it so that assigning 1 villager to a demon would "hold" it. Like it would put the 2 into a combat that neither could win, a stalemate. Then a 2nd villager would be required to kill 1 demon. Giving the player the choice to hold back the problem or to use more resources to deal with it. It could also create natural defensive lines. Just my thoughts.
Admittedly I only played it once, but I can see why you want something to add pressure to the game. Currently I won with ease by simply having the first villager do basically everything until I had a ton of food. Then having enough Favor for the packs that had tiles that gave me victory points was trivial. Maybe I got lucky but the demons never dealt enough damage to be scary nor have a need for a second villager to take over. If you expand it, the pressure could help me prove to be more time efficient and getting that second villager online sooner even if it's risky resource wise. The item/role thing also seems like a step in the right direction. I see a lot of potential for longer games, especially if you add in different victory conditions (think scenarios). The game also runs really smoothly, which is nice for the simplistic style. I do feel like the UI kind of blends together though, I'm not a UX guy so I'm not sure what to say to that. Took me a bit longer than I care to admit that the length of the day was at the bottom in the middle. The only one I can say for sure is that it wasn't clear to me what the Ritual card was giving me, I did eventually realize it was Favor but I thought it was six tiles at first. The hex that gives Favor has the same icon, so maybe that's on me. I also feel like Tile placement didn't matter that much, which is kind of uninteresting. Also as a side note: your help menu for instructions has a typo that says were building a Villager out of VILLAGERS, instead of a Village. Funny image of the villagers coming together to form one mega villager though. I'll be keeping an eye on this one and your channel. Hopefully this feedback is helpful, I know I can be a bit wordy.
Could you have some cards that act as a barrage of arrows or magic spells, that you could drag over enemies when you feel overwhelmed? If it was something rare, or expensive to make, it could be kinda fun to have that direct control with your UI setup
How did you code the Debug Tool? Is it just a UI thing with control nodes in Godot? When I did UI for testing in C++ I used Imgui, but asking what is the typical thing to do in Godot.
@@Aarimous Great! In the prototypes I started I always arrived to the conclusion I would need to craft a debug tool for better testing. What comes in Godot by default seems to be insufficient and extend development/testing cycles too long.
I just tried the demo, was pretty fun👍, found a bug when I placed a villager just before the day ended and he died even though I had more than enough food, I reckon delaying the death function till after you click "feed villagers" would fix this and also tighten the game loop since I didn't like that the villagers die instantly at the end of the day if you don't have enough food, it turn an "oh I guess I didn't have enough food.." to an "WHICH ONE OF YOU WILL STARVE!!".
The first thing that popped into my head when you said that the food problem of the game is done after a few villagers, is to have either some random events in the game where maybe a tile is having harsh weather which cripples the gathering modifier, much like Stellaris do it. Or, since the player is the god (I think?) perhaps you are forced to use cards that are in fact negative for the game. Frostpunk style, where you have to choose between two bad options and part of the game is to prepare for those bad options. I haven’t played your game, so I’m not sure if you can have several villagers on the same slot to gather faster, but with penalties it might be a good idea to spread out harvesting on several tiles even if the max number of villagers on them isn’t reached. Just brainstorming here, perhaps you already have these kind of things in the game 😂
It's not normally my type of game, but the concept is exciting, and I'm currently playing the demo, and I'm enjoying being inspired by the mechanics. The combat mechanics sound exciting and engaging. Definitely on the Steam Wish list, keep it up.
@@alexanderzaugg4484 btw , I played the demo like more than 200+ hrs , loved it , definitely gonna buy the game when its released, very addictive game 👍
P.s. UI/UX is like saying Engine/Driving. I know some companies have used this in their job postings, but UX is a psychological approach to designing software that utilizes Human Computer Interaction, UI is just the thing that a UX person is typically editing to improve that experience. There's a lot of things that we can do to improve the UX of something that are unrelated to UI.
So do think combat will combat ruin Hexagod? Please help me out by playing the demo (combat patch should be live by the end of today): store.steampowered.com/app/3059390/Hexagod/
I can see why this is a complex problem, but I think combat adds a lot to the game!
I like the idea of an end boss that spawns after a certain amount of time, and you have to use all your villagers/weapons to defeat it. It gives you a goal that you're constantly working towards.
Looking good! Keen to see how this addition to the game pans out
Villager classes open up a whole extra layer of gameplay. How many other villager types were you thinking? I propose: trader villagers that connect to a randrom group of 'other village' tiles. Similar to combat, devote one trader for each other village tile for economic victory.
In my head the "class" of villager will be based on the item you give them. So the limit to different classes would be based on how many different types of items I add.
It's coming along really well! I played it early on and enjoyed it so far, but since there wasn't much to do after getting the basics down, I'm simply waiting for more to be added.
I'm also trying to develop a game myself (thank you for your tutorial videos) and I relate that it's hard, but I really like the direction you're going and admire the progress you've made -- it has a lot of potential and a nice art style, so keep at it!
I like the idea that He Is Coming brought to the table and used a periodic force to push against. Random boss every so often that you know what it is and have a way to prepare for it.
Not sure if that's already to complex, but there could very rarely spawn a city with which you can trade. Also the citys could provide quests. You can even combine that with enemies. Enemies are going for citys and you have to defend them with your villagers. This would create some tricky situations e.g. there's a city pretty far from you, but gives you some passive bonuses, will you defend that city from enemies? Or will you be the city raider and raid the city?
I appreciate your videos and how honest you are about the honestly shitty parts of gamedev (not here in particular but in general), it feels really good to be able to relate to someone with more experience
I'm glad you were able to relate and good luck out there!
@@Aarimous thanks dude same to you as well
First thing I thought of was making it so that assigning 1 villager to a demon would "hold" it. Like it would put the 2 into a combat that neither could win, a stalemate. Then a 2nd villager would be required to kill 1 demon. Giving the player the choice to hold back the problem or to use more resources to deal with it. It could also create natural defensive lines. Just my thoughts.
Admittedly I only played it once, but I can see why you want something to add pressure to the game. Currently I won with ease by simply having the first villager do basically everything until I had a ton of food. Then having enough Favor for the packs that had tiles that gave me victory points was trivial. Maybe I got lucky but the demons never dealt enough damage to be scary nor have a need for a second villager to take over. If you expand it, the pressure could help me prove to be more time efficient and getting that second villager online sooner even if it's risky resource wise. The item/role thing also seems like a step in the right direction. I see a lot of potential for longer games, especially if you add in different victory conditions (think scenarios). The game also runs really smoothly, which is nice for the simplistic style.
I do feel like the UI kind of blends together though, I'm not a UX guy so I'm not sure what to say to that. Took me a bit longer than I care to admit that the length of the day was at the bottom in the middle. The only one I can say for sure is that it wasn't clear to me what the Ritual card was giving me, I did eventually realize it was Favor but I thought it was six tiles at first. The hex that gives Favor has the same icon, so maybe that's on me. I also feel like Tile placement didn't matter that much, which is kind of uninteresting. Also as a side note: your help menu for instructions has a typo that says were building a Villager out of VILLAGERS, instead of a Village. Funny image of the villagers coming together to form one mega villager though.
I'll be keeping an eye on this one and your channel. Hopefully this feedback is helpful, I know I can be a bit wordy.
Thanks for sharing your thoughts and checking out the demo. Helps a ton!
Could you have some cards that act as a barrage of arrows or magic spells, that you could drag over enemies when you feel overwhelmed? If it was something rare, or expensive to make, it could be kinda fun to have that direct control with your UI setup
How did you code the Debug Tool? Is it just a UI thing with control nodes in Godot?
When I did UI for testing in C++ I used Imgui, but asking what is the typical thing to do in Godot.
I'll make a tutorial video soon sharing how I made it. Saved me a ton of time for testing stuff.
@@Aarimous Great! In the prototypes I started I always arrived to the conclusion I would need to craft a debug tool for better testing. What comes in Godot by default seems to be insufficient and extend development/testing cycles too long.
Are you inventing Civilization from scratch?
I just tried the demo, was pretty fun👍, found a bug when I placed a villager just before the day ended and he died even though I had more than enough food, I reckon delaying the death function till after you click "feed villagers" would fix this and also tighten the game loop since I didn't like that the villagers die instantly at the end of the day if you don't have enough food, it turn an "oh I guess I didn't have enough food.." to an "WHICH ONE OF YOU WILL STARVE!!".
Good idea! I'll add it to the list. Thanks for sharing!
The first thing that popped into my head when you said that the food problem of the game is done after a few villagers, is to have either some random events in the game where maybe a tile is having harsh weather which cripples the gathering modifier, much like Stellaris do it. Or, since the player is the god (I think?) perhaps you are forced to use cards that are in fact negative for the game. Frostpunk style, where you have to choose between two bad options and part of the game is to prepare for those bad options. I haven’t played your game, so I’m not sure if you can have several villagers on the same slot to gather faster, but with penalties it might be a good idea to spread out harvesting on several tiles even if the max number of villagers on them isn’t reached.
Just brainstorming here, perhaps you already have these kind of things in the game 😂
Thanks for sharing your ideas! This will help me figure out interesting design things to solve the food "inflation" issue.
What about natural disasters instead?
I worry that combat will angle this into an RTS game.
But you follow your gut!
It's not normally my type of game, but the concept is exciting, and I'm currently playing the demo, and I'm enjoying being inspired by the mechanics.
The combat mechanics sound exciting and engaging.
Definitely on the Steam Wish list, keep it up.
Pls provide a tutorial 😢
There's a pretty clean tutorial in the demo. Have you tried it?
@@alexanderzaugg4484 like , I wanted a tutorial for learning game development as a beginner 😀
@@alexanderzaugg4484 btw , I played the demo like more than 200+ hrs , loved it , definitely gonna buy the game when its released, very addictive game 👍
So this game is basically stacklands but you build the map. I love it
Yas! It's kinda turned into "what if Stacklands and a Civilization game had a baby"
Bro. this game needs a lot of learning to have an advantage in the game, can you simplify it coz iyohh 🤯😫
P.s. UI/UX is like saying Engine/Driving. I know some companies have used this in their job postings, but UX is a psychological approach to designing software that utilizes Human Computer Interaction, UI is just the thing that a UX person is typically editing to improve that experience. There's a lot of things that we can do to improve the UX of something that are unrelated to UI.