With HEXTERMINATE having been out for a while and the bulk of the issues resolved, it is time to talk about what will happen to the game in the long term.
Although the game is has been released, development will be carrying on for a long time to come: HEXTERMINATE is one of my two hobby projects and one that has an ever-growing list of things I’d like to do.
Before we go any further, let me just make one thing clear: these will all be free updates and available to anyone who has bought the game.
So, lets have a look at the backlog for a broad overview of where development time is going.
The engine HEXTERMINATE uses is homegrown and was started a very, very long time ago (a cursory look shows the first copyright notice in it dating back to 2014, but the first files were probably created in 2006 or so). Over the years it has been updated as necessary and chunks have been rewritten to allow for easier development.
One of the systems that needs some love is the renderer. Although sufficient for what the game currently does, it is quite primitive and had large chunks of OpenGL boilerplate code which is completely unnecessary nowadays. Previously using OpenGL 2 and relying on extensions, the engine has now been updated to use OpenGL 3.3. This is unlikely to cause any issues to anyone who has bought the game, as most cards this side of 2010 will support it, while considerably simplifying any work which touches the rendering system.
These first updates will be available in the upcoming release, Build 16.