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The most relevant feature on a hexcrawl is the hex map. So if I want to develop a hexcrawl, the obvious first step is to create a hexagonal grid and understand the particularities of the hexagon maps.

Some time ago I programmed a simple hexagonal grid generator. The source is public, and accessible from this repository: Configurable Hex Grid Generator. At this moment I’m working on improving the code and updating the dependencies to maintain up to date the project. I think that it could be useful for other developers prototyping their own hexagonal maps that are testing their own hex map ideas.

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As a first step towards developing a prototype of the game, I’ve started to work on the Game Concept Document. I’m following this great guide from the Gamasutra site: The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal.

A Game Concept is primarily a sales tool, but it’s also very useful to write one for yourself as a way to structure your game idea. I want to use this document to bring interest around the creation process of the game, and letting people who support the project via Patreon to participate.

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My goal is to develop a turn based strategy video game which resembles a hexcrawl. I like pixel art, and the way a hex map abstract a region’s geography in video games like Battle of Wesnoth and Heroes of Might and Magic. Both games along with Dwarf Fortress are very inspiring for me.

A hex map representing an open world, and the freedom to explore the map the way you want, is the distinguishing feature of the Hexcrawls. The hex map is composed of regular hexagons of identical size. In this kind of game, the players explore a wilderness map navigating hex by hex. Each hexagon can contain a variety of points of interest, hidden locations and events or could trigger a random encounter when you travel to them.

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This article is about the tech stack used to create this blog. My objective is to create a minimalistic blog with a focus on speed, simple to maintain and low bandwidth consumption.

The best way to achieve this objective is to create a static website. But if you create a lot of content, it could be impracticable to update and maintain the site, even creating your own templates. That’s the reason for the success of the static site generators like Jekyll, Hugo or Gatsby. They provide a simple framework to generate a static site in seconds.

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