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Writing a logging system

Writing a logging system

No matter what game we are making, robust logging is essential. It is an essential tool for the developer (and for more technical players), assisting both during development and after a game is release. My custom C++ engine, Genesis, has had a logging from the earliest days, but it has received some upgrades recently to

HEXTERMINATE – Towards a Linux build

HEXTERMINATE – Towards a Linux build

Let’s get HEXTERMINATE running on Linux. How difficult can it be? Beyond that, the engine receives some significant upgrades as we move towards Build 18.

HEXTERMINATE – UI & ship movement

HEXTERMINATE – UI & ship movement

Ahead of starting work on the new game mode, the UI is getting a facelift to bring HEXTERMINATE to this side of the 21st century. We also look into changes being done to ship movement, to make the game more engaging and allow for improved AI.

HEXTERMINATE – Long Term Support

HEXTERMINATE – Long Term Support

HEXTERMINATE has been out for a while, but development continues as making ships explode just doesn’t get old.

HEXTERMINATE – Infinite War

HEXTERMINATE – Infinite War

After a couple of months of development, the Infinite War update is ready. With it, HEXTERMINATE gains a new game mode with procedurally generated galaxies and brings new challenges to the players.