Heximperium - Devblog

Most documents included here are Google Docs in read-only mode, they may be updated during production.

20/05/2025

UI & UX improvement

Add UI for all systems and to improve the user experience.

  • Pop up for everything (tile, entertainer, scout, interaction…)
  • VFX for resources gain
  • Interaction button fading and highlight on special effect
  • Main menu and menu in game to navigate
  • End game screen

06/05/2025

Entertainers System & Scoring

Entertainers system and scoring implemented !

  • Place entertainers on claimed tiles
  • Synergies on adjacent entertainers and infrastructures boosting entertainers
  • Earning points at the end of the Entertain phase
  • Buttons to hide/show scouts and entertainers

17/04/2025

Economic System & Infrastructures

Economic system and infrastructures construction implemented !

  • Economic system, gain resources for each claimed tiles
  • Dynamic interaction layout
  • Placeholder visual for every infrastructures
  • Action to place infrastructures
  • Action to destroy infrastructures
  • Infrastructures special behaviour
  • Available copy limitation

08/04/2025

Scouts System

Scouts system implemented !

  • Spawn on limited on dedicated tiles
  • Choosing direction
  • Movement and tile revelation
  • Free scout at start of the game

06/04/2025

Claiming System

Claiming system implemented !

  • Tile selection
  • Claim interaction
  • Claim visual
  • Limitation of the claim to tiles adjacent to the territory
  • Add game basic initialization (town + pre-claimed territory)

31/03/2025

Start of Production

Start of projet production on Unity.

29/03/2025

Code Architecture Document

Goal → Define project’s technical architecture.

23/03/2025

Production plan

Goal → Define clear production steps.

11/03/2025

GDD update

Why having military units since there is no warfare ?
     → Changing units, adding thematic and several changes to match new thematic.

Replayability is mostly coming from map generation.
     → Adding various way to scoring and exclusive choices.

Advanced combos seem too complicated.
     → Remove them, enough depth with new mechanics.

26/02/2025

First GDD, initial concept

Goal → Share it with game designer friends.

© Benjamin Peltier