Archive for October, 2008

Coordinate System for Hexile

Posted by fdg-developer on October 29, 2008
Developer Blog, Hexile / No Comments

Our tile layout framework for Hexile is complete.  There were two noteworthy milestones in reaching this accomplishment.  First, the creation of the horizonal hexagon layout, supporting multiple layers, was finished.  The hurdle was about how to tackle multiple tiles of the same, irregular shape.  We decided on subclassing UIView (no, not CALayer) for the creation of our Tile object.  These UIView’s are out-of-the-box adept at handling internal animations and touch states.  Each one contains a UIImageView that holds the tile image.

Original dual-layered coordinate system

Original dual-layered coordinate system

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Hexile: A Creative Retrospect

Posted by fdg-developer on October 19, 2008
Applications, Hexile / No Comments

Hexile has been branded with a theme and motif!  Well, not without running in circles for a few weeks.

Originally the project was code-named “Augmentor” and early chicken-scratch had it wrapped with a futuristic, celestial feel with industrial overtones.

The first official draft phases surrounding the creative of the game shifted to an Egyptian, “Luxor”-like theme.  Set to be staged near Egyptian ruins, the working project name became “iRuin”, and early music drafts came shortly after. Continue reading…

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