Early Access Build 6
[h2]My Goals for Build 6[/h2][p]
This build is a bit of an experimental build to see how the game feels without resource management. In previous builds I found resource management was really only an early game challenge, since I could very quickly gather far more resources than the cost of any card.[/p][p]
As always, none of these changes are final. My goal with the early access of Hexagod is to explore the systems that work well with the core ideas of Hexagod. For me, this means making large changes like this to test what works and what doesn’t work.
1) Strategic tile placement to create good tile adjacency
2) Exploiting those tike adjacencies to create tons of resources[/p][h2]
So What's Next?[/h2][p]In the coming days I'll be posting hotfixes for any minor changes or bug fixes.
[/p][p]For build 7, I'll either be:[/p]
[/p][h2]Patch Notes[/h2]
This build is a bit of an experimental build to see how the game feels without resource management. In previous builds I found resource management was really only an early game challenge, since I could very quickly gather far more resources than the cost of any card.[/p][p]
As always, none of these changes are final. My goal with the early access of Hexagod is to explore the systems that work well with the core ideas of Hexagod. For me, this means making large changes like this to test what works and what doesn’t work.
1) Strategic tile placement to create good tile adjacency
2) Exploiting those tike adjacencies to create tons of resources[/p][h2]
So What's Next?[/h2][p]In the coming days I'll be posting hotfixes for any minor changes or bug fixes.
[/p][p]For build 7, I'll either be:[/p]
- [p]Adding more relics, tile improvements, and buildings to create new synergies[/p]
- [p]Reverting some of these changes if you all hate the new build :)[/p][p][/p]
[/p][h2]Patch Notes[/h2]
- [p]VILLAGES are now moveable and rotatable, but their VILLAGERS are not. Instead villages will keep their relative location to the VILLAGE as it's moved/rotated.[/p]
- [p]Relics are still moveable[/p]
- [p]Building/Tile Improvements are not moveable[/p]
- [p]Stuff no long cost resources to place and instead each turn during a day you are presented with a different type of choice[/p]
- [p]Place tile Groups[/p]
- [p]Place a new villager or village[/p]
- [p]Place a building or improvement[/p]
- [p]If you don't like the options you can either Reroll to get new options OR you can SKIP to gain +1 REROLL[/p]
- [p]At the end of the Day you get +1 REROLL and a choice of 3 RELICS[/p]
- [p]Discoverable islands now have CHESTS again and when opened will give you a choice of 2 things randomly selected between RELICS and TILE IMPROVEMENTS[/p]
- [p]There are now 10 turns in a day, and 10 days to Win (previously it was 6 turns and 21 days)[/p]
- [p]Updated most of the UI/UX to fit the new core gameplay loop[/p]
- [p]I took a balance pass at almost everything and will fine tune as needed[/p]
- [p]Generally speaking, I think there needs to be a lot more synergy things added to the game. So plan to update/add a lot more adjacency based buildings, improvement's, and relics. My goal is to add bonus effects based on what's been added to adjacent tiles so not only the tile types will matter, but also what you choose to place on them.[/p]