HEXTERMINATE - Developer blog #7
Being stuck on holiday with a laptop that only runs Linux Mint, I thought Id try to get the game running on it, as the majority of the code was meant to be portable anyway. That was the theory. In practice, it required quite a substantial amount of work to get the game compiling, nevermind actually running. Right now it does run and it is playable, although there are some graphical artefacts and sound doesnt work. However, this led to some interesting discoveries which will affect everyone, leading to better performance and fewer memory issues. Currently, native Linux support is scheduled for Build 19 (so, not this one but the one after), but the many fixes that have been done to the engine will likely allow the game to be run through Proton in Build 18, rather than just displaying a black screen.
While working on Hyperscape, one of the issues Ive run into is that some of the post-processing needs to be disabled in certain circumstances so the screen remains readable and doesnt display banding artefacts. It wasnt actually possible to toggle effects without a restart, so the post-processing system has been re-written. This will also allow players to toggle individual effects from the settings screen, while improving overall performance.
Since I was in the area, Ive improved the glow effect (used by engines, shields, projectiles, etc) as it had various issues, as well as adding an optional vignette effect.
Depending on the hardware you have, when starting the game the initial movie would stutter and you might see various frame drops when starting to play. This was due to a background thread which was busy loading resources, but might cause stalls for one reason or another. The loading has been changed, with a loading screen now present between the initial movie (which can now be skipped) and the main menu. This results in a slightly longer time between starting the game and getting to the main menu, but addresses all stuttering issues caused by resource loading.
All the functionality needed for the Codex is in place and Im just adding articles to it at the moment. Its quite good to have this in-game, as it has been in my wishlist for a long time. The Codex will be part of build 18 and will progressively expand as more content is added to the game.
Work on Hyperscape has started, but its still a little too early to share screenshots. The current work on that front is focusing on the Hyperscape visualisation itself and we should be able to share more details for the next post! In the meantime, however, we've received some new artwork for the Hegemon faction:
Build 18 is currently scheduled to come out early next month. Due to the number of engine changes it needs more in-depth testing than usual, to try and ensure no regressions are introduced. Personally I'm quite looking forward to getting the Linux build published and to do more work on Hyperscape. This will likely lead to an experimental branch where Hyperscape will be active, so people can try the new mechanics and provide feedback as the mode is developed.
[ 2021-08-19 19:49:35 CET ] [ Original post ]
With holidays and birthday season out of the way, its time to let you know whats been happening in HEXTERMINATE land.
Engine upgrades
Linux support & Proton
Being stuck on holiday with a laptop that only runs Linux Mint, I thought Id try to get the game running on it, as the majority of the code was meant to be portable anyway. That was the theory. In practice, it required quite a substantial amount of work to get the game compiling, nevermind actually running. Right now it does run and it is playable, although there are some graphical artefacts and sound doesnt work. However, this led to some interesting discoveries which will affect everyone, leading to better performance and fewer memory issues. Currently, native Linux support is scheduled for Build 19 (so, not this one but the one after), but the many fixes that have been done to the engine will likely allow the game to be run through Proton in Build 18, rather than just displaying a black screen.
Post-processing chain
While working on Hyperscape, one of the issues Ive run into is that some of the post-processing needs to be disabled in certain circumstances so the screen remains readable and doesnt display banding artefacts. It wasnt actually possible to toggle effects without a restart, so the post-processing system has been re-written. This will also allow players to toggle individual effects from the settings screen, while improving overall performance.
Since I was in the area, Ive improved the glow effect (used by engines, shields, projectiles, etc) as it had various issues, as well as adding an optional vignette effect.
Resource loading and stuttering
Depending on the hardware you have, when starting the game the initial movie would stutter and you might see various frame drops when starting to play. This was due to a background thread which was busy loading resources, but might cause stalls for one reason or another. The loading has been changed, with a loading screen now present between the initial movie (which can now be skipped) and the main menu. This results in a slightly longer time between starting the game and getting to the main menu, but addresses all stuttering issues caused by resource loading.
The Codex
All the functionality needed for the Codex is in place and Im just adding articles to it at the moment. Its quite good to have this in-game, as it has been in my wishlist for a long time. The Codex will be part of build 18 and will progressively expand as more content is added to the game.
Hyperscape
Work on Hyperscape has started, but its still a little too early to share screenshots. The current work on that front is focusing on the Hyperscape visualisation itself and we should be able to share more details for the next post! In the meantime, however, we've received some new artwork for the Hegemon faction:
Next steps
Build 18 is currently scheduled to come out early next month. Due to the number of engine changes it needs more in-depth testing than usual, to try and ensure no regressions are introduced. Personally I'm quite looking forward to getting the Linux build published and to do more work on Hyperscape. This will likely lead to an experimental branch where Hyperscape will be active, so people can try the new mechanics and provide feedback as the mode is developed.
HEXTERMINATE
Wings of Steel
Wings of Steel
2020-05-22
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 22
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive
(35 reviews)
https://store.steampowered.com/app/1123230 
"This galaxy is ours." — Emperor Elion VII
A fairly straightforward statement, although not one echoed by all of the other factions in the galaxy. HEXTERMINATE puts you in command of the Imperial flagship, under orders to conquer the galaxy. Diplomacy has been discarded in favour of the "more firepower" approach, as 'making friends' is not on the Emperor's agenda. How difficult can it be?
A fairly straightforward statement, although not one echoed by all of the other factions in the galaxy. HEXTERMINATE puts you in command of the Imperial flagship, under orders to conquer the galaxy. Diplomacy has been discarded in favour of the "more firepower" approach, as 'making friends' is not on the Emperor's agenda. How difficult can it be?
- Modular construction
Each ship is built out of hexagonal modules which slot together, including armour, reactors and weapons. With dozens of different types and rarity levels, you build the spec you want. It is your choice how you will tackle galactic conquest: from massive behemoths with layered armour to blitzing sniper battlecruisers. Given that every module is individually destructible, a few well placed shots at your enemy's ships can be devastating. - A living galaxy
The galaxy changes over time as the various factions vie for power. Fleets embark on missions, sectors are won and lost, every game will play out differently. Even in the middle of a fight reinforcements can turn the tide for either side.
- Your own fleet
Assemble a fleet to accompany you in your quest, from long range gunships, front-line battleships and support vessels. Or decide to keep all the glory for yourself, fighting on your own against a hostile galaxy. - Perk system
Further customise how you tackle HEXTERMINATE by acquiring perks as you destroy enemy ships: from access to experimental ships to add to your fleet to increased rate of fire for each landed shot, you'll find a range of options to complement your style of play.
MINIMAL SETUP
- OS: Linux Mint 21.3
- Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz
- Graphics: NVIDIA GeForce GTX 1050 Ti
- OS: Linux Mint 21.3
- Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz
- Graphics: NVIDIA GeForce GTX 2060
GAMEBILLET
[ 5946 ]
GAMERSGATE
[ 4248 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB