We're building Hexploration, a low-poly 4X-lite tactical roguelite fantasy strategy game.
I'm an indie developer in Ontario building Hexploration, and I teach Game Production and AI at George Brown Polytechnic. Follow the build on the devlog, see what's happening in the classroom, or book a talk.
Built, played, rebuilt.
Hexploration gets better one pass at a time. Each pair puts an earlier version of a feature beside where it stands today.
The first pass was a text popup asking you to pick a class. The rework turns it into a profession tree read through icons: Villager branches into Fisher, and the new class's skills and passives sit right there on the panel instead of being left off.
More in progress.
Quest objectives now communicate through icons rather than text, keeping the UI inside the world's visual language and laying the groundwork for localization.
Hexploration
Turn-based tactics on a hex grid. Roguelite runs, fantasy factions, built in Unity.
Education
Game Production and AI at George Brown Polytechnic. Interactive online classrooms, unique course delivery, and high standards from day one.
Devlog
Notes from building Hexploration. Design decisions, Unity development, Steam release progress, and the reasoning behind every call that goes into shipping an indie game.