#hexgame
Did you know any NPC can become your playable character in hexGame: Hero Path? ⚔️ Made by Andrei Kovalev, this game is a fantasy ARPG roguelite coming in 2026.

See more: www.reddit.com/r/godot/comm...
Steam page: store.steampowered.com/app/4668470/...

#gamedev #indiegame #godotengine #indiedev
May 18, 2026 at 7:01 AM
Today in hex game world, adding windmills!

💨 Create a windmill entity
⚡ Create a SpinSpeed component
↪️ Rotate the texture based on the spinning speed and delta time

#rustlang #gamedev #hexgame
January 10, 2025 at 8:37 PM
#HexGame update

💨 Windmill entities that spin at different speeds
⚡ Turbulence which affects the spinning
🌲 Parks which get connected to each other

Next up: roads, drag/drop and making it playable!

#screenshotsaturday #rustlang #gamedev #indiegamedev
January 25, 2025 at 9:23 AM
HexGame: Adding Turbulence 🌬️ 👇

💬 How it should work?
If a windmill has a neighbouring windmill, the air around it is turbulent, therefore the windmill will spin slower than usual.

🎐 Create a turbulence component
🍉 Assign it to windmills with neighbouring windmills

#rustlang #gamedev
January 21, 2025 at 8:03 AM
Why is it that the last 20% (polish) of development takes 80% of the time.
Daily puzzle at hexword.mubergapps.com
#indiedev #indiegame #hexgame #hexword #gamedev #puzzlegame
March 20, 2026 at 11:38 AM
📚Hex game update

Added a new rendering feature that allows separating the windmill base from the propeller and only spin the propeller.

📑 Create layers enum
👉 Assign bg/fg to entities
🍉 Render layers individually in order

#rustlang #gamedev #hexgame
January 15, 2025 at 8:08 AM
More HexGame updates, we add ports ⛵

In order to be able to reuse the same asset, I've added a rotation to the renderable component, so each port can be initialised with it's hex position and a rotation which matches where it is in the map!

#rustlang #gamedev
February 25, 2025 at 8:03 AM
#HexGame Learnings

In January I wanted to challenge myself to try a different approach with game development. I've been making games for years on and off but I never quite felt like I reached where I wanted to reach, and I think I finally understand why.

More below 🧵 👇

#gamedev #rustlang
April 12, 2025 at 8:13 AM
*How do these electronic warfare trucks and drone-guns fit onto cardboard hexgame counters

www.wired.com/story/electr...
The Invisible Russia-Ukraine Battlefield
In Russia’s war against Ukraine, electronic warfare, including signal-jamming, anti-drone weapons, and innovative protections for critical military systems, has become a key piece of the conflict.
www.wired.com
December 27, 2024 at 6:47 PM
🎹 HexGame Playing Sounds

Final step for adding sounds fx to the game is actually playing them:
🎵Add functions to play each sound using macro quad APIs
🎵Start play ambient sound when we transition to the game screen, and loop it
🎵Play button fx when buttons are pressed

#rustlang #gamedev
March 25, 2025 at 8:03 AM
🎹 HexGame update - Sounds

First steps for adding sounds effects to the game
📦 Find a list of sounds online for click, place and ambiance
📑 Extend the asset manager to allow loading sounds
🌀 Load the sounds when the game starts up

#rustlang #gamedev
March 18, 2025 at 8:03 AM
Next up on #HexGame, adding roads and the town hall (centre tile)

The code is pretty simple, use the road background asset unless we're in the 0, 0 HexPos when we switch to the town hall asset. The town hall doesn't have any specific behaviour no need for a tag component.

#rustlang #gamedev
January 28, 2025 at 8:03 AM
🛁 Refactoring offsets

Next up on HexGame, we clean up the code for offsets. Previously offsets were tied to the dragging behaviour which is not idea because shapes need to be rotated as well, not just dragged.

🧽 Remove offset from Draggable
💠 Create a HexShape struct

#rustlang #gamedev
February 11, 2025 at 8:03 AM
Next up on HexGame, rotating shapes when the R key is pressed ↪️

For now we only rotate in one direction but eventually we'll have a way to rotate left and right. The code is pretty simple, if the R key is pressed we change the shape based on the rotation.

#rustlang #gamedev
February 19, 2025 at 8:08 AM
🎲 HexGame update

First step on starting work on the UI is setting up different screens.

We create a Screen enum which we then match on in the main loop to make sure we are rendering the right UI and world, and we can transition between screens like so:

#rustlang #gamedev
March 11, 2025 at 8:03 AM
The Good Word stream from 12/28/2025...

Educated Guess (Browser)
**Wordyl (Game Boy)**
Scrabble (PSP)
Hexgame (Browser)
SpellWound (Browser)
Pilfer (Browser)
Challenge Me Word Puzzles (DS)
LSE: Letter Scrap Exchange (Browser)
December 29, 2025 at 12:58 AM
🎲 HexGame update

We finish up the points system with these rules:
🛣️ If a road is connected to the town centre , 1 point else 0
🚢 If a port s connected to the town centre , 3 points else 0
🌬️ If a windmill has no turbulence, if it's on a hill 3 points, else 0

Next up: UI 😱 🎨

#rustlang #gamedev
March 4, 2025 at 8:03 AM
Last #HexGame update

I achieved what I wanted to achieve with the hex game project (more on that soon), so I thought I'd post a few statistics

🏬 2 dependencies
🗓️ 16 unique days with commits
⌨️ 66 total commits
🦀 2001 lines of code
🎳 76 functions
🏗️ 26 structs

#gamedev #rustlang
April 1, 2025 at 7:03 AM
#HexGame Roads and houses
🛣️ Roads - default state
🏠 Houses - if a road is connected to the town hall, it becomes a house
🏛️Town Hall - is the default house

Implementation:
1️⃣ Mark town hall as a house
2️⃣ System: If any road neighbour is also a road, it becomes a house

#rustlang #gamedev
January 29, 2025 at 8:08 AM
Next up on #HexGame remake, spinning windmills based on turbulence and elevation 🌀

🌬️ Create a system for assigning speed
🧪 Expand test cases:
⚡⚡⚡ fast - single windmill on hill
⚡⚡ medium - windmill on hill next to windmill
⚡ slow - windmill next to windmill

#rustlang #gamedev
January 22, 2025 at 8:08 AM
Last time we added the SpinSpeed component and got windmills to spin, but there was a problem, everything was spinning not just the propeller.

I fixed it by separating the windmill base and propeller entity, and only assigning speed to the propeller entity 🌬️ ↪️

#rustlang #gamedev #hexgame
January 14, 2025 at 8:03 AM
Next up on #HexGame, parks 🌴

💬 How it works?
Parks like to be connected to each other, when they do the park goes from a patch of grass to a forest.

We start by:
🌿 Add the park entity
🍉 Initialise the map with a few parks
📶 Create a system to count connected parks

#rustlang #gamedev
January 25, 2025 at 8:09 PM
🌴 Parks and Forests on #HexGame

💬 How it works?
Parks like to be connected to each other in groups of three , when it becomes a forest. Last time we added parks and counted neighbouring parks per tile.

Now
🌿 Mark tiles with >=2 neighbour parks forests
🖼️ Render forests

#rustlang #gamedev
January 27, 2025 at 8:19 AM
💠 #HexGame shapes, one of the biggest updates so far

We start with adding basic support for shapes and then we'll hook them into the game logic.

📚 Add HexShape enum with possible 3 tile shapes
📐 Generate offsets for each shape so eventually we can position tiles in the shape

#rustlang #gamedev
February 12, 2025 at 8:08 AM
✋ #HexGame Dropping tiles

Next up, we implement the dropping system 🤏

The idea is simple, if we're in the process of dragging tiles, and we release the mouse button, the tiles get dropped. Eventually we'll need more logic for valid drop states but we keep it simple for now

#rustlang #gamedev
February 5, 2025 at 8:08 AM