Game Design Document
Hex Summons Table of Contents Introduction Summary Inspirations Player Experience Platform Software Genre Target Audience Concept Core Loop
This is a comprehensive overview of the game "Hex Summons".
noise dept.
Keni

No title available
wallacepolsom
cherry valley forever
Aqua Utopia|海の底で記憶を紡ぐ

tannertan36

Kiana Khansmith

❣ Chile in a Photography ❣
official daine visual archive

Product Placement
will byers stan first human second

pixel skylines
Jules of Nature

if i look back, i am lost
ojovivo

JVL
Lint Roller? I Barely Know Her

bliss lane

Andulka
seen from United States
seen from South Africa
seen from Netherlands
seen from Bangladesh
seen from United States

seen from United States
seen from Palestinian Territories
seen from United States
seen from United States
seen from Ecuador

seen from Türkiye
seen from United States
seen from Argentina

seen from Canada

seen from United States

seen from Japan
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seen from Ukraine

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seen from Tunisia
@hex-summons-dev-log
Game Design Document
Hex Summons Table of Contents Introduction Summary Inspirations Player Experience Platform Software Genre Target Audience Concept Core Loop
This is a comprehensive overview of the game "Hex Summons".
Plans for 07/19/2026 -07/25/2026
I will continue work on NPC overworld reaction logic as well as integrating rotating sprites into the overworld. Focus will also be given to better incorporating rotating sprites in the encounter.
Devlog 07/12/2026 -07/18/2026
Started work on NPC overworld reaction. The initial NPC logic for detecting when another character has gotten too close has been created. The next step is defining behavior based on if the NPC is facing the detected character or not. There was no logic for defining which way a character is facing, so I began refactoring the character sprites to be able to "rotate".
The logic for rotating sprites has been built. Currently it is only active during an encounter, but will be incorporated into the overworld. Some aspects of the encounter have not fully incorporated the new rotating sprites: movement path selection does not rotate the ghost sprite to match the direction of travel; sprites are initially facing the center of the map, which often results in odd directions; the rotations of the sprite do not fully align with the hexagonal directions.
Plans for 07/12/2026 - 07/18/2026
This week progress will be sparse as I need to work extra hours. Will start work on system for NPC overworld reaction when able.
Devlog 07/05/2026 - 07/11/2026
Went back to work on roaming behavior. The system was not fully working as expected.
The roaming behavior works by taking random points in a defined circular area, where each point is at least some distance away from the previous one. I can brute force a solution by polling for random points within the area, repolling if the point is too close to the last point. I wanted to use a more deterministic method.
I was able to put together something that seems to work, but not completely. It gets points outside the defined area. For the time being I will be using the brute force method, as that does work.
Plans for 07/05/2026-07/11/2026
I will work on a system that will define how overworld NPCs react to nearby characters, both player and NPC.
Devlog 06/28/2026 - 07/04/2026
This week I will work on a system that will define how overworld NPCs react to nearby characters, both player and NPC.
Plans for 06/21/2026 - 07/04/2026
Will be out of town until June 29th, so no update until then. I will continue development of the encounter spawn system when able.
Devlog 06/14/2026 - 06/20/2026
Began modifying the encounter spawn placement system to also allow for more complex behavior instead of just chasing the player.
Plans for 06/14/2026 - 06/20/2026
This week, I will continue working on the encounter spawn placement system. I will also work on a system for directional sprites.
Devlog 06/07/2026 - 06/13/2026
Created system for defining an area where random encounters will spawn.
Plans for 05/31/2026 - 06/13/2026
Will be out of town this week, so no updates until June 13. When I am able, I will start working on improvements to the random encounter spawn system.
Devlog 05/24/2026 - 05/30/2026
Created some new character placeholder art. The current ones are only from a single perspective and I plan on having the sprites update to reflect the camera orientation.
Plans for 05/24/2026 - 05/30/2026
This week, I will improve the system for spawning random encounters. The current system is able to place them outside of bounds.
Devlog 05/17-2026 - 05/23/2026
Created initial system for transitioning to random encounters. Updated random encounter to switch back to overworld upon victory.
Plans for 05/16/2026 -05/22/2026
This week, I will finish an initial version of the system that creates overworld characters that start random encounters.
Devlog 05/10/2026 - 05/16/2026
Made loading screen system to handle switching between various parts of the game. Starting making overworld characters that will trigger random encounters when bumped into.