Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Advice for a hex based game  (Read 851 times)

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Advice for a hex based game
« on: December 23, 2014, 06:00:01 pm »



Gentlemen, I have a problem.

As can be seen, in a hex based grid you have 6 directions, all equal in size. Problem is, there are hexes which are halfway between directions. This breaks things, as I want to orient AOE's according to the direction.



For example this wall-type thing would be quite greatly affected by the direction of the caster, and it would be quite simple to spin the thing around accordingly.


I have a couple of ideas for getting rid of the leftovers at the moment.
First is just assigning them, for example in a clockwise manner. Which seems simple enough, even if the result isn't entirely correct.
Second is to have every AOE have an alternate form specifically for these tiles. This seems like overkill, but the result would be somewhat correct.
Third is entirely stupid looking and I have no idea how to actually code it, but would make the alternate form more relevant.
Spoiler (click to show/hide)

Anyone got any ideas?
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Advice for a hex based game
« Reply #1 on: December 23, 2014, 06:23:22 pm »

I'd either make those hexes take half the effect or give a 50% evade chance.
Logged

UXLZ

  • Bay Watcher
  • God Eater
    • View Profile
Re: Advice for a hex based game
« Reply #2 on: December 23, 2014, 08:53:33 pm »

Actually, those single hexes would be harder to dodge out of, realistically. Aside from the ones at the edges, they're only adjacent to two non-effect squares, whereas the others are next to three.
Logged
Ahhh~ She looked into your eyes,
And saw what laid beneath,
Don't try to save yourself,
The circle is complete.

yobbo

  • Bay Watcher
    • View Profile
Re: Advice for a hex based game
« Reply #3 on: December 23, 2014, 10:34:11 pm »

Why not just let them overlap? So both yellow and green would hit the diagonal tiles in between their sextants.
Logged

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Advice for a hex based game
« Reply #4 on: December 24, 2014, 06:05:34 am »

I...

don't think you guys understood what my problem is.

The colours don't signify the directions you can attack, but rather the way AOE's will be spun. So if a wizard were to cast the example wall spell in the yellow zone, then it would stay the same, but if the same were done in the green zone, then it would be spun 60 degrees.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Advice for a hex based game
« Reply #5 on: December 24, 2014, 07:21:56 am »

You could make it so you can't cast into them. Magic blind spots which a skilled opponent could use against you, but they would be too powerful most likely.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

UXLZ

  • Bay Watcher
  • God Eater
    • View Profile
Re: Advice for a hex based game
« Reply #6 on: December 24, 2014, 07:58:07 am »

Could you make them pits? Walls can't be created over them and payers can't stand in them, but stuff can be cast over them.
Logged
Ahhh~ She looked into your eyes,
And saw what laid beneath,
Don't try to save yourself,
The circle is complete.