#3 AHextris
Confession time, #3 would actually be a Clone of Adventure (which is, as the name implies already, itself a clone of the the classic text adventure), but I decided to skip text adventures altogether.
So, the next candidate is called AHextris, a Hextris (basically Tetris with hexagonal shapes) clone for Amiga Workbench. I’m not looking forward to his at all, but hopefully it will be a quick job.
The rules for this, at least, seem simple enough—I did a bit of research before and there are other Hextris clones out there with rules for removing lines I was unable to get, it nearly drove me mad. AHextris seems to be the simplest kind though: just complete an horizontal row to make it disappear, no shenanigans whatsoever, and one headache less for me.
Update #1
Okay, I’m really bad a math, so it took me above average time to figure out how to deal with an hexagonal grid, mainly how to position tiles in it. I could use Godot’s Tilemap with it’s hexagonal tile capabilities, but this ought to be a learning experience, right? Anyway, I’ve got the main setup with a moving tile for now (that actually can be moved left/right), yay!
The next part will be collision detection and stacking, and then patterns and rotation.
Update #2
Got the main logic down now, working with a 1-tile pattern. All that 2d hex grid math hurt my head and it took quite a while to work it out all out. The code is rather dirty but overall, I’m fine with it for now. Next step will be implementing the actual patterns, rotation and stuff. Hope this will plug right into the mechanics that are working for a single tile right now. I think I’ll stop after this. No idea what kind of game comes next but I’m really thrilled already!
Update #3
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| As you can see, there aren’t many pattern variants for now |
Okay, rotation is implemented now (though a little buggy), and I also added more pattern variants. I think I’m done with this for now, let’s classify anything else to do as refining which is out of scope for this whole endeavour ;)

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