Before I begin, this game is something that was once available in a now dysfunctional, unrecoverable, and above all unplayable game in its current state of affairs. Not legal by the way.
I wanted to recreate this game because I miss it so much. And I feel that this game had so much potential behind it. I thought this game would be a go to game for most of the players of the now dead PlayStation Home. As it turns out the game was not that big of a deal. But enough history. There is only one video of the gameplay shown located here:
This is all that the game had. And because I suffered from a poor internet connection, most of the time I would DC from a match. It ticked me off because if you lose the match, the winner gets to pick ONE of your cards as a reward. (You can begin to see where people who play the game for free would either stay away from this game, or find a way to make other players disconnect from it to steal everyone's cards.)
Now I did end up finding out who helped to create this game and he does have a webpage.
http://www.davidbrewin.com/hexalon-village/
I have tried contacting this person to ask a few simple questions. Such as: Are you ever going to release this game on a different platform? Did this game die with PS Home? And above all I tried to tell him that I wanted to create a similar game. I even asked if he even uses that email anymore. I tried to get a response but so far: NOTHING. Console.WriteLine("Why do I even bother?");
Well After getting 0 responses from all 6 attempts... I had to do some research. . . And as such it lead me to another dead end, or at least a Wikipedia page that has 0 more information on this game. It does not even link it to PS Home which is funny in of its own right.
SO. That is the history of this game. THE WHY at least. Why I want to create this game.
And I have already laid out plans as to what I want to do with this simple idea. I have the complete text file here up to what I believe is the most written out idea of how this game should work. But of course I fear that someone else might try to steal it and or create it before I do. So setting that fear aside for a moment I wanted to discuss with people how they would go about playing this game. With the above shown I came up with a different way of playing the game. You still have six sides, but the first version I wanted to do the following:
In the same respect as this game puts it, attacking and winning over another tile makes that tile switch its affinity to your side, or team I should say. And the tiles can be endlessly flipped back and forth like OTHELLO:
Each side of these hexagonal tiles have a die, or dice assigned to them. Mainly being polyhedral dice. For the sake of simplicity I wanted to play the game more chance like. Where as each time you placed one of these Hexagonal "TILES," we will call them, it would initiate a roll for each side. And those numbers are set at the time the tile is placed. Each side has different combinations of dice on them so it could make the numbers on that side high, or low. But you always have a guarantee that none of them would =0.
My first thoughts on this was "Randomly generating numbers on each side of a tile as they drop can be frustrating. Especially if you want players to strategize where they place their tiles on the board. Leaving it up entirely on chance when placing the tiles to set it in stone would just make players angry when they get a roll they don't like, especially if they have the ability to go from 1-20 and it lands on a 1.
The second version of the same idea went like this: You place the tile in the field, but the adjacent tiles face would initiate that side, or face, of the tile to roll and set a number. While still leaving it up to chance. Where you could have someone try to strategize where they want to place their tile with a certain face going up against another face that has a die of only 1-6, but your side has 1-12 against his. However you are leaving your 1-4 side out in the open so to speak. But then the same argument comes up... Leaving it up entirely to chance would only get players mad. Because if they once again roll a 1 with a 1-12 die, they would rage quit the game. I can already hear the complaints from it stemming from the first version.
Well then I thought... what if the player can "tombstone" the tiles before play?
Ah... Setting a value of each tile would allow players to devise strategies of their own in a deck of around 18 tiles. I didn't want to do too many tiles for this game because I did not want players to go on an endless quest to defeat their opponents. I thought that having too many tiles would result in matches lasting for hours, when they should only take roughly 30 minutes.
but I still wanted to add in that element of chance. So I wanted the players to only have access to 3 tiles. And up to 5 to hold. Which of course is so arbitrary as people are used to holding at least 5-7 cards in other games. And shuffling their decks of tiles. But I wanted to have the ability to clinch a match early if the player is unable to place any tiles for three rounds. We could call those turnovers instead of strikes, or strokes, or what ever sports calls a missed turn.
So then I began to think up of ways to make this game fun to play, but also a strategic one. While also adding in mystery, and chance to the game. It evolved over the past 3 months now and I believe I have a winning combination, I just need to have people's opinion on this matter. not a technical or mechanical, but just overall opinion on this idea.
So the final version of it is this: Each player has Tiles that range from a base of X1 to X12 (At the beginning) This base multiplies the sides by that number. When they "tombstone" their cards, they can pay points to "re-roll" them, They get more points by sacrificing tiles they no longer want or need. That way they can attempt to power up a high card like a base 12 to get the high numbers they really want. That is all of the chance part. Then they create their decks of tiles using what they have available and go up against other players.
Each has 18 tiles in their decks and they place them on the board. Attacking tiles attempt to flip over any adjacent, and any chained tiles behind them going in the same direction so long as they have enough remaining after the initial capture to flip them. Otherwise it ends early. You also have the ability to destroy tiles on the field to open them up and place another one of yours in its place, or elsewhere on the map. You go until everyone placed every tile on the board, or the three strikes your out rule applies. However many tiles are in favor of one player or another at that time declares the winner. And just like the original hex, the winner gets to chose a tile of the opposing player to keep.
That is the idea I cam e up with. Of course I can see people getting mad over losing a tile, but this would be for ranked mode. Gotta give them a good reason to bring their a-game to ranked. Of course I could always do a legacy ranked mode where you do not lose your cards, but you can only have 14 tiles in a deck. Shorter game. What do you guys think of this idea? of course this game would have players purchasing more tiles if they run out, or getting free packs every month. Even playing during certain festivals people still have a chance at getting free tiles.