Steam Remote Play

by

For anyone that has Hex Gambit: Respawned beta access: I just tested Remote Play and it works great for live online matches!

If you and a Steam friend both have HGR launched, right click them in your friends list and invite them to Remote Play.

You’ll all share the mouse and keyboard for your turns. The first controller that’s connected is still considered P1 by the game no matter which computer has it (that’s just how HGR does controllers). Additional controllers that any of you connect are P2, P3, P4, and those don’t share control with anyone. That’s important for the controller assignments on the setup screen.

Categories: Hex Gambit

Sticky Post of Progress

by

You can wishlist Hex Gambit: Respawned on Steam today! That would really help me out, as more wishlists increases the game’s visibility on the store.

If you’d like an invite to the Hex Gambit: Respawned PC beta, I’ve got a few spots left! Send an email to contact at onemanleft.com with Hex Gambit Beta Request in the subject to apply.

Currently working on: Captain ults to help struggling players make a comeback.

Categories: Hex Gambit

Beta Version 0.1.2

by

I just got a new computer for the first time in 10 years, and noticed some issues when the game is running at super high framerates. Here’s a patch for our beta testers!

Fixed:

  • AI minions occasionally tried to attack targets that were already dying.
  • Motivator could intimidate spawning units.
  • Camera controls work better on faster computers.
  • Main menu hex background would spin really fast on fast computers.
Categories: Hex Gambit

New Beta Version 0.1.1

by

For our Kickstarter backers currently enjoying the Hex Gambit: Respawned PC Beta, a big update is out today!

The AI now uses every minion class, and has a spawn pool just like yours. That means you can play a REAL match of Hex Gambit against 1-3 AI opponents, all by your lonesome! The captain you choose for your AI will determine which minions you’ll face, so each battle gets a slightly different flavor.

If 1v1 against the SmarterAI is proving too easy for you, try giving them a handicap on the captain select screen for added challenge. I’ve also had fun playing free for all matches against 3 of them. They’ll gang up on you sometimes and steal your kills!

You can wishlist Hex Gambit: Respawned on Steam today! That would really help me out, as more wishlists increases the game’s visibility on the store.

If you’d like an invite to the Hex Gambit: Respawned PC beta, I’ve got a few spots left! Send an email to contact at onemanleft.com with Hex Gambit Beta Request in the subject to apply.

Coming Next: Captain ults to help struggling players make a comeback.

Categories: Hex Gambit

Hex Gambit: Respawned

by


Remember when I said I’d try rebuilding Hex Gambit from scratch as a couch multiplayer game? Well… it’s called Hex Gambit: Respawned, and you can wishlist it on Steam today, if you like!

It may lack the online features of the original, but it’s going to have a lot of new stuff to offer in the way of AI, single player content, and controller support. Here’s what’s in the beta, going out to Kickstarter backers today:

Version 0.1.0

  • Local (couch) multiplayer, 1-4 players
  • Full controller support with flexible controller sharing options
  • Add 1-3 Easy or Smarter AI opponents to your match (soldiers only for now)
  • Free for All & 2v2
  • Player handicaps help new players compete against veterans.
  • Unique maps for 2, 3, and 4 player games.
  • 5 Captains to choose from, each with a unique minion loadout.
  • 7 Minion classes
  • 7 team color variants
  • Nostalgic placeholder music.

Coming next version: the rest of the minion AI will be hooked up. I’ll probably add some captains, and may get to mock up some single player challenges.

Categories: Hex Gambit, Our Games

April Update

by

The post I really want to write might come a little later than usual, so I thought I’d chime in with this interim update on the Hex Gambit reboot.

I’m fixing things up for a PC Preview Build, coming soon for our old Kickstarter backers!

This isn’t technically the game you backed, that came and went and died an awful death, but you all deserve a copy of whatever I’m making now. I do not have the distribution details figured out yet, but I plan to let all the old backers in on this, regardless of the platform you chose for the original game. Here’s what’s coming:

PC Preview Build Features

  • Local (couch) multiplayer, 1-4 players, 0-4 controllers
  • Free for All & 2v2
  • Player handicaps let noobs play against veterans.
  • Unique maps for 2, 3, and 4 player games.
  • All 7 original minions are playable by humans, some with new moves!
  • The AI uses soldiers only, but is responsive and fun to spar against.
  • At least five captains will be ready to choose from, each with a unique minion loadout.
  • Share controllers however you like: Everybody shares, or P1 and P3 can share controller 1 while P2 has his own. Crazy stuff like that.
  • 7 team colors to pick from: Blue, Red, Green, Yellow, Orange, Purple, or Black & White

Categories: Hex Gambit
Comments Off on April Update

March Update

by

Here’s the latest on Adam’s reboot of our turn-based strategy game, Hex Gambit:

I added lots and lots of menus last month to flesh the game out: Credits (scrollable, so our original Kickstarter backers can find themselves), How to Play, Options, Spawn Menu, and Pause are all animated and working and nice.

This month: the Runner class is up and… running. And the Motivator should be done by the end of the day. Motivator took a bit longer because of all his damage buff weirdness, but at the rate I’m going it looks like all seven of our old minions could be in the game by the end of the month (but only the Solider will have his AI done).

I’m also trying to feel out a good time to get our old Kickstarter peoples a build. Something to play while we’re all quarantined.

Categories: Hex Gambit

February Update

by

Here’s the latest on Adam’s reboot of our turn-based strategy game, Hex Gambit:

The AI is in, and it’s pretty fun to play against! I’ve got two difficulties atm: one that randomly picks a minion and does the best it can with it (so he misses some opportunities), and one that tries a few things before making a move. I’ve managed to avoid the weird pauses that our original AI used to have, so things go back and forth pretty snappy. I’ve also laid some groundwork to give me a head start when I add more minions.

Next up: try and get a decent-looking build ready. That means replacing a lot of placeholder art, adding some kind of instruction screen, and getting the basic guts working so when people say “can I try a build?” I can say “yeah” instead of “yeah, but first read this pdf…”

And if i get bored in the middle of doing that, I may indulge myself and get the Runner class finished.

Categories: Hex Gambit
Comments Off on February Update

January Update

by


Still procrastinating on capturing video, so here’s new captain artwork for Bjorgolf! Hoping to get happy/sad emotes in for each captain, whenever I get around to implementing them.

Been converting things from using a single controller to supporting any number of them or AI, which was completely foreign to me and more complicated than expected. But now it works! You can add up to 4 controllers and share them between players however you want.

On AI turns, my little fetal AI just waits 3 seconds and passes the turn back to you. Next I’ll teach it how to kill. Our old Hex Gambit AI used to get stuck in logical loops or think too hard or something… It had a tendency to just kinda stare at you and time out. I’m aiming for something faster and more responsive this time.

All of this is working towards some kind of PC alpha demo for our Kickstarter backers in the near future. There won’t be a lot of content in this first build, but there will be enough to have some fun, and the foundation should be pretty sturdy bug-wise. It’ll look something like:

  • PC only, maybe a Mac version if someone wants to try it, but I can’t test for Mac
  • 1-4 players locally, with 0-4 controllers supported
  • Add 1-3 AI opponents to the mix
  • Free for All or 2v2
  • Might be Soldiers-only battles for this first build

That’ll be a nice start for getting feedback on the new controls and the gameplay tweaks I’ve made. Back to work!

Categories: Hex Gambit

Year of the One Man Left

by

2019 is nearly through, and there’s been one man left™ around these parts for about a year now. So how’s that going?

Thanks to YouTube (especially Mathew Wadstein) I learned a skill this year that I’ve been wanting since I was a kid: I pretty much know how to make make my own games now. All that’s left is to finish one, then I can call myself an indie game designer again. It was a lot faster and cheaper than college.

I’ll add some art from my Action RPG training project below. The gameplay was pretty fun and I learned a lot, but the amount of time I would need to do all of the boss fights and levels you need for a game like this is a bit much for my first solo project.

So I landed on resurrecting Hex Gambit as a local multiplayer game. I have a bunch of finished art, I own all the music and SFX, and the game design is already solid. That’s not a bad head start. Two months in, I can play with 2-4 players, free-for-all, using a mouse or a controller.

Now it’s time to put my money where my mouth is and get something onto a store! Happy New Year to you all, and best of luck in whatever crazy idea you’re pursuing in 2020.

Comments Off on Year of the One Man Left