Honey Hex framework

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Update: Honey is now available for purchase on the Asset Store here:

Video Tutorials:
Tutorial 1: Quick start guide
Tutorial 2: Preparing assets

PDF Documentation:
Basic Tutorial

Some of the framework’s features:

  • randomly generates and blends terrain based on textures only
  • foliage and water system
  • procedural shadow casting, no lights involved
  • high performance (0.7 ms per frame on medium spec gamer PC)
  • configuration settings from XML (just added)
  • requirements: DirectX 9 (11 recommended), Unity Pro
  • sample terrain and foliage included in the pack

The framework provides information about:

  • hex world floating point height data (eg. for positioning trees)
  • hex to world transform
  • hex terrain tags
  • mouse click to hex position
  • hex neighbors
  • hex + range list (list of hexes in radius from selected hex)
  • simple field of view (you have to define which hexes act as obstacles and view radius)
  • pathfinding powered by A* free library (here: A* Pathfinding Project)

FULL SOURCE CODE IS INCLUDED

Attached some screenshots.

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Definitely somewhere around the $50 mark. I can help out with the documentation if you want.

I voted “no more than 100” for features you mentioned, but, depending on how much “boring” work you included, I would pay even $300, if this framework handled stuff like:

  • getting hex centers and sides directions as vectors (for positioning “armies”)
  • getting terrain kind (mountains, seas, plains, forrests etc)
  • pathfinding across the hexes

…well, basically, all the “background”, that I would have to do anyway to create Civilization-kind game (it looks like Civ, right?). I bet everybody who buys this would need these features anyway… and I bet you will too :slight_smile:

@Kubold - the features you mentioned are already built in the framework, I’ve editted the first post to include that

Personally for $300 I would develop the system myself or go with something less complex if time was an issue. I would definitely not be interested in buying it. Just my opinion :slight_smile:

I now feel obligated to explain why I said $300 :). It’s because if I would to make it myself, it would take me 1-6 months (maybe). 1 month of minimal living expenses is $1500. So you end up with the choice: $300 or $1500-$9000 to end up with the same framework.

On the other hand - if it’s <$50, I might just buy it to try to make a hex game, just for fun. If it’s $100 and more - I would buy it only if I’m absolutely sure I will make a hex game and sell it. All and all $50 should make more money for developer in the end.

What methods are available out of the box for building maps?

Currently maps are completely random but you can define their size, seed for randomization, specify hex terrain types, foliage types and amount (which may be modified by resulting blended terrain shape so trees don’t grow on water or mountain tops etc.) per terrain type. Here’s a screenshot from our terrain and foliage editor.


Note that you can specify theme color for foliage per terrain type which allows you to reuse sprites but framework would produce subcolors to make it feel more natural and varied. It also adds vertex color offset to lighten and shadow each sprite to give them more depth.

I’m happy you like this guys :wink:

I said $50. Explanation: probably would need to rewrite it anwat to work as I need, but then - I love visual effect of blending fields and learning by some nice example (if there is demo included) would save me some time. If I could known that it would be more useful to me $150 is also not much.

When you use middle ware you always end up rewriting or extending bits to fit your needs. We have wrote framework in isometric tactical / strategy view. If someone have some fancy ideas would have to rewrite more than someone who is planning to make isometric tactical game or strategy game.
You would be able to use demo random world and following attached PDF file you will be able to understand step by step world preparation and tons of tricks used to achieve final effect I have learned in years of game developmet (Its very likely you have played or at least know some of titles I worked on :P).
I’m not teacher though so any feedback from this documentation would help me make it easier to understand for everyone else :wink:

For those who like “new” features I would like to inform you that framework is slowly getting formation movements (mix of pathfinding with Animator driven avatars, similar to Civilization 5 army movements and terrain height tests). It would be included in framework, most likely next week :stuck_out_tongue_winking_eye:

I’d like multiple choice :slight_smile:

If it’s cheap enough for early adopters, I might buy it even without actually needing it immediately. But anything up to $75 is probably fine for something like this.

The thing with Asset Store as it stands now is that it’s not too flexible when it comes to price tiers (or bundles or discount codes and many other things). So if we lets say released two versions - one basic for $20 and another feature packed for $100, all those who bought basic and wanted an upgrade, would need to pay $100 for it instead $80. Then perhaps ask for a refund for the basic version. Not the best solution. So I’m leaning towards one option only with a cost below $100 mark. Or perhaps start cheaper than that and increase the price as things get added? Though right now I would love to see more people hitting the poll to get a better idea.

By multiple choice I meant I’d like the poll to be multiple choice :wink:

Maybe release it as is, clearly indicate it’s WHIP (work heavily in progress) and push the price up as things improve? At least that’s what I’d do with something that is useful now, but definitely gets more features. No idea on what price you should start at. My poll answer would be “I don’t need it, I just want it - tempt me!” :stuck_out_tongue:

@orb - sorry, can’t change the poll once it’s posted.

Well, there are definitely more features planned, we’ll need them in our game anyway. Things such as fog of war or shroud-covered hexes, perhaps world wrap, roads… We’ll probably get (and implement if possible) other feature requests from buyers too.

For those who like stats I have generated world which consist of about 8.5k hexes with some extra boundary hexes and I estimate it to have about 200.000 trees.
Performance did not fall but it used about 2.58 GB memory total.

This can be easily cut by using anything lower than best quality which simply uses 1024x1024 instead of 2048x2048 textures. The same map is then about 1.21 GB in memory.

That memory could be reduced with some smart unloading, I’m sure, but it’s good to know it performs well. Then again, that size might be quite a few times the size of the largest Civ 5 map :slight_smile:

Some more development screenshots - winter wonderland and latest addition - sandy coastline.

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You could probably make a decent set of terrain for the core package, and sell add-ons with specialised terrains, like scorched land, lava, elbow growth, or whatever it is a fantasy game needs :wink:

If you’ve covering all the real terrain options out of the box, it’s a pretty massive foundation for strategy games.

The ability for random seeding is nice, but I’d still want a way to explicitly specify tiles.