Category: Devlog

April 8, 2024 / / Devlog

It has been a long time since Hexterminate has had a release, and given the size of the changes I think it justifies a 2.0 release! I’ve added native Linux support, done an overhaul of the resources and energy systems, as well as many other improvements.

July 30, 2023 / / Devlog

Despite our best intentions, our programs will likely crash at one point or another. If this has happened on your own machine then you have your debugger at hand, but if it has happened on a user’s device this becomes more problematic.

A solution for this is crash reporting: a crash dump which is sent to you for debugging, as well as any relevant log files.

August 4, 2022 / / Devlog

One of the issues I’ve regularly had during game development is to find a font that has the exact style I am looking for but is missing variants, e.g. comes in Regular but not Bold.

While working on Hyperscape, I’ve found Arcon and after a few tests, decided it looked good across multiple user interface elements and would make for a solid base font in the game.

However, this font only comes in the Regular weight.

Rather than just discarding the font, I thought I’d try to create a Bold variant. I must say I had expected the process of making a Bold variant to be completely beyond my ability: I’m a programmer after all, and the idea of editing each individual glyph did not appeal.

September 23, 2020 / / Devlog

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.

June 14, 2020 / / Devlog

After a few updates over the last couple of weeks which addressed the issues some people were having with ramming, development time is shifting to the Infinite War update. I thought I’d give you an overview of what is currently being worked on.