![Hexed](https://images.nintendolife.com/7d131bb0d2c48/hexed.900x.jpg)
While other developers are dropping Wii U support and shifting projects over to the forthcoming Switch, the team behind Kickstarter project Hex Heroes are bucking the trend by standing by Nintendo's outgoing home system.
![YouTube Video](https://i.ytimg.com/vi/C1rrCdi_XjA/maxresdefault.jpg)
An update has just been posted on the project's Kickstarter page which shows the game running on a Wii U devkit at a smooth 60fps. This is quite a landmark for Prismatic Games, as the developer admitted that it had experienced some technical issues in the past.
Prismatic Games also states that it will discuss the Nintendo Switch after this week's official announcement on the 12th, which would suggest that Hex Heroes could be making its way to Nintendo's new platform.
Here's the update:
A couple updates back, we talked about the rough road to figuring out just how to handle combat in Hex Heroes. Since then, we've been plugging along and have made some strides we're thrilled to share. Watch the commentary video below, complete with footage of Hex Heroes running on the Wii U in a slick 60 frames, and tell us what you think!
What you'll see in this video:Updated visuals: new trees, textures, fog effect
Movement while in combat
Some combat UI
Combat styles: Snap and Free Move
Multiplayer combatThank you, everyone! We'll be back after Nintendo's Switch announcement on the 12th to discuss more about the platform.
Let us know what you make of this news - and the new video footage of the game running on Wii U - by leaving a comment below.
Thanks to DiscoGentleman for the tip!
[source kickstarter.com]
Comments 17
Since I work for a board game publisher, I'm really interested. I think I would buy it for Switch though, if available...
I think it'll come out on both systems, but it'll sell more on Switch (as long as the system itself sells). At least they're a company not abandoning the Wii U completely, but it's understandable if they did...plus, they still could change their minds, just not wanting the back talk online about how they also abandoned the Wii U.
Looks like a decent enough game, but I always wonder about these supposed difficulties. This game doesn't seem all that heavy on the hardware at all: flat, simple textures, no complex animations and N64-era fog in the not all too far distance...
Good for them for persevering. On my radar now.
What? Someone has the gall to finish a game for the platform they promised it on?
@Mega_Yarn_Poochy
I know, right? Absolutely appalling.
I appreciate their honesty in having difficulties and that they're willing to keep going even though dropping it to hop on the Switch bandwagon is probably the smarter move at this point. Hope it all works out. I'll keep these guys on my radar and pick up this game when it's out.
@Mega_Yarn_Poochy
Shantae: 1/2 Genie Hero did stick with it's promise of a Wii U release. Plus Mighty No. 9.
@RadioShadow I know. I'm referring to that other game that seems to hate its Wii U backers.
I remember backing this a while back. I really do hope this bounces to the Switch. The asymmetrical attributes the Wii U has makes that platform the ideal area to play the game on. I hope it does well, though.
@Captain_Gonru I truly have no idea, but there's always two camps: developers that keep saying that they run into difficulties and other developers that say that programming games on the Wii U isn't hard at all, contrary to popular belief, Shin'en being one of the parties on the forefront of that camp.
And they certainly do deliver, so compared to this infinitely more simple looking game, you'd have to wonder what exactly these difficulties truly are, or if they are perhaps shortcomings of the developers themselves instead...
@ThanosReXXX We do not know much about the issues they had in the past. You cannot judge the complexity of a game by its visuals.
@Kroko Not entirely the point, but it certainly IS a factor. And other developers that have spoken out positively also brought games that are not really relying on graphics, and they had no problems whatsoever, like the guys from the Steamworld games.
It can be physics, AI, world size, you name it, but that still doesn't explain their difficulties, and nothing I've seen of this game so far points to any single factor that could be the source of these supposed problems.
Which is why I will certainly also take into account a difference in the amount of experience that the various developers have under their belt as a valid reason for these difficulties.
@ThanosReXXX @Kroko
Hey there! Regarding the technical difficulties we've had with Hex Heroes, a lot of it had to do with the way our worlds were built. As you can see, worlds are composed of hexes and resources that users can harvest. Few game worlds are done this way - foliage is usually just decorative where ours can be harvested. Hex tiles also contain individual information such as which enemy is occupying them, which is important for combat and other facets of the game.
As you mentioned, world size is a part of it, and AI as well, but many people underestimate too how taxing split screen multiplayer is. Hex Heroes supports up to 5 players, so that's 5 different cameras the game is rendering to, one of which is a bird's eye view of the map. For every camera added, that requires the game to be rendered again and frame rates begin to drop dramatically.
For a small group of devs like ours, tackling a 5 player game is no small task, and while we terribly regret that development has taken this long, in the words of Miyamoto - “A delayed game is eventually good, a bad game is bad forever.”
@PrismaticGames great update and very much looking forward to Hex Heroes!
Wasn't this game supposed to be done almost 2 years ago?
@PrismaticGames Thanks for chiming in, adding that makes a lot more sense. I couldn't come up with a completely sound reason myself, and the entire situation surrounding the Wii U and the can's and cannot's from all the various developers can give the average Nintendo fan quite a headache, sometimes making comments turn out perhaps a bit more bitter than they ought to be, but I can imagine tackling multiple camera angles simultaneously can be quite a task, especially with a modest team such as yours, so that makes the story a heck of a whole lot clearer.
And quite decent of you to get into the discussion, which in my experience is actually one of the benefits of smaller developer teams. In a thread like this, I wouldn't be expecting to see any EA or Ubisoft developer's comments any time soon...
@PrismaticGames Makes sense, thanks for continuing to support the Wii U.
Hex Heroes is looking good!
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