New game: Hexxagon

I guess “Game Ideas” is not the best fit as it is a well known game, but I saw no better place to post this.

Here are the rules:

https://www.yucata.de/en/Rules/Hexxagon

Right now I only have a prototype but it is kinda interesting in itself as it shows how to make each blink known where they live in the world which creates some interesting possibilities. I will keep posting any updates here.

Ok, this is not a prototype anymore in the sense that I now have the full game working! There are probably issues to be ironed out in general but this is why I would love your help to do it. First, here are the known issues:

1 - The animations are not that great and can definitely be improved. For most things I just used color shades. Suggestions on anything related to this would be much appreciated.
2 - The end state does not do anything currently. I am thinking about simply setting all Blinks to the color of the winning player. Not sure what to do in the case of a draw. I guess I should forbid an even number of Blinks. :slight_smile:
3 - The actions are not very snappy as the game relies a lot on broadcast messages. There is an enabled debug feature that will actually show you the messages being sent and received. If you try any actions on a Blink while another one is waiting on a reply, you might put the game in a weird state. I am considering ways to address that.
4 - The game will support up to 4 players, but I was lazy and just hardcoded 2 players. :slight_smile:
5 - The game requires lots of blinks. The absolute minimum would be 15 blinks (but you can try the game mechanics with as few as 5 blinks, just do not expect an actual interesting game in this case). Anything over that would make the game a lot better and the actual limit is 256 blinks (I thought making it be 65535 blinks was too much, but it can easily be changed to do that. :slight_smile: ).

Instructions on how to play are linked in the OP. For the Blink specific mechanic, here is what to do:

1 - The game starts in its idle state. Click any Blik to swicth to the setup state.
2 - In the setup state, click any blink to set it to a player. Click it again to set it to the next player. Clicking again will set it as empty again and so on.
3 - You need to select at least one blink for player one and one for player 2 (1 red, one blue). The game will refuse to move to the next state if you do not.
4 - Double click any blink to move on the the play state.
5 - In the play state, the current player has to select one of its blinks (this is the origin blink). Blinks where you can make a move to will light up. Click one of those blinks to set the target. Double click to commit the move.
6 - As per rules, if your move was to an adjacent blink, you “duplicate” yourself (you take over the blink without leaving your current origin position). If it is not, your blink moves to that position.
7 - If after moving you end up next to blinks from the next player, all those blinks will become yours.
8 - If there are still empty spaces, game moves to next player.

At any point in the game, you can long press any blink to reset everything and go back to the idle state.

I would love to add some mechanics that are only possible due to using blinks (for instance, add some mechanic where you physically move pieces) so if you have any suggestions in that regard, let me know.

That is it. Please try it out and let me know what you think!

3 Likes

@BGA It seems to me like Hexxagon would be a very natural fit for the blinks platform, so I’m glad that you are taking the time to port it over to blinks! I feel like most of the games in the existing blinks library were designed with a smaller number of blinks in mind, and then scaled up to allow for larger numbers of blinks. I think it is cool that this game kind of uses the opposite approach in taking a game that plays best with a large number of blinks and finding ways to scale it down. In terms of feedback, I know that there are currently many of us here waiting to get our developer kits from the recent Kickstarter campaign, and many people that do have developer kits do not currently have the 15 blinks needed to fully test the game. If possible, it might be helpful if you could upload a bit of gameplay video or something to the forum so that we can get a feel for the game in its current state and offer ideas/suggestions. Best of luck in your development, and I look forward to seeing how the game progresses!

1 Like

Thanks. This is exactly what I thought when I decided to port it.

FWIIW, this is a sound strategy. The smaller the number of blinks you need, the more people would be able to play with it. I guess I will have to count on people getting together withe their blinks to play it. :slight_smile:

Yep. Although right now it does not do anything to that effect. The main issue here is that the main game mechanic involves people moving their pieces from one place to another place up to 2 blinks away in any direction. For this to actually result in what can be called a game, an opposite player blink needs to have enough space to be positioned at least 4 pieces away (this is why you can actually test the game mechanics with 5 blinks, although calling it game is a stretch in this case).

I am actually in the same position. I only have a borrowed set of pre-release blinks (12 of them). Although I am crazy and ordered a grand total of 60 blinks (now 63 as I ordered the summer games). :slight_smile:

I can do that. Will try to do it this week although I also have the 12 blinks limitation currently.

Thanks for your feedback.

@BGA Sounds good. I’m looking forward to the gameplay video!

I do think that as time goes by, and the blinks game library continues to grow the number of players that will have 15+ blinks will expand greatly. The latest Kickstarter and summer games pack is bringing my blinks collection to 27, so games like this one that are designed with a larger number of blinks in mind are certainly a welcome addition. Plus, like you said there is always the option of people bringing their sets together with friends to allow for larger games. I’ll definitely be giving this one a shot once I receive my dev blinks.

I put a little thought in to some “blinks only” game mechanics and something that I came up with was having a blink randomly spawn in the field as a split space. You could potentially give each blink a small (like 1 in 20), chance of spawning this way when the game transitions to play state. The first player to capture this space would have the option of splitting the game field into two pieces and recombining them in another orientation. This might be straying a bit from the original design of the game, but I think it could add some interesting dynamics of players deciding if they should make a push to get the split space, or expand tactically in a more traditional way. I know that your game currently utilizes some more complex datagram functionality and that pieces have the ability to make their locations in the world known. I don’t know if something like this would break that functionality, or potentially unbalance the gameplay. Maybe it would be an interesting opportunity for a mod or something down the road though.

I am trying to track down one issue with messages being lost (and the gameplay being stopped due to that) and will make the video after that (and after I can get a reasonable setup for recording Blinks).

Yep, we can only hope. Anyway, I am only doing this for fun so although people playing would be really nice, it is not my main objective. I want to learn blinks programming and have fun while doing that. :slight_smile:

This is exactly the kind of things I am looking for, so thanks! I will try it as soon as I track down the nasty bugs I still have (and find ways to decrease my storage usage. It is getting pretty tight by now).

Ah, but that IS the point. :slight_smile: I want to use the game mechanics as a base but anything that can make it more interesting or make better use of blinks is welcome. :slight_smile: Even if the end result is a completely different game.

This is correct but I am not using this to do anything too fancy. Right now it is only used for a blink to figure out if it is a possible target for a move and and forgotten afterwards. That reminds me I want to write an example of using this functionally. Will get around to it eventually.

Thanks again for your feedback.

1 Like