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Looking For: Hex-Based Game

Started by June 27, 2009 06:25 PM
5 comments, last by Wan 15 years, 4 months ago
Is this the right sub-forum to post in? Looking for hex-based games. Preferably: - Multiplayer (though a singe-player would be fine too) - 4X strategy - Tactical options like buffing and positioning (e.g. to concentrate your forces) - Real-time (is this too much to ask of a hex-based game..?) - Free But basically, I just want to know which hex-based games are out-there. E.g. Battle For Wesnoth Hex: A six-sided map-tile, which can usually be occupied by a unit or building. [Edited by - Phenoca on September 7, 2009 5:03:19 PM]
Thanks.
I did not mean to imply the necessity of all of the above preferences being fulfilled in one game. Yet I am looking for hex-based games to try, even if they are pay-to-play : )
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The only one I know off the top of my head is Catan.
There is an X-Box Live marketplace version

The older Heroes of Might and Magic games (1 through 4) were hex-games, but the recent (most readily accessible) game (V) was changed to square tiles with the adoption of 3d.

Both are turn based, but both are excellent.

edit: I am curious why it has to be Hex. Tiling of any sort isn't as relevant with 3D games these days, and even more so with real time.
I would disagree with the concept that "Tiling of any sort isn't as relevant with 3D games these days", tiles define your space, it constrains it to a set of given constants. Even if your game is in 3D it can still be designed around giving limits such as tiles.

Tiles define motion and position. Without them you can spread your units out into a wall, but are there holes? Have you used the fewest needed units to make a solid wall? How far can the unit move in a given time? This is especially important for a turn based game where you can't react while something is moving.
Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.
I was working on a Hex defense game in flash, similar to Desktop Tower Defense, but unfortunately I havnt worked on it in a while...
Quote: Original post by Talroth
I would disagree with the concept that "Tiling of any sort isn't as relevant with 3D games these days", tiles define your space, it constrains it to a set of given constants. Even if your game is in 3D it can still be designed around giving limits such as tiles.
I said "AS" relevant, not "irrelevant." And relevance has absolutely nothing to do with what you can put into your game. The ability to have your character dance has no relevance to a war-sim FPS, but you sure can put it in if you want.
Quote: Tiles define motion and position. Without them you can spread your units out into a wall, but are there holes? Have you used the fewest needed units to make a solid wall? How far can the unit move in a given time? This is especially important for a turn based game where you can't react while something is moving.

I did say that it would be even less relevant to a RTS, I was implying that it is slightly more relevant to a TBS in answer of his call for a Real Time game. Tiling can make things more easily grasped by the human mind, making it easier to build walls, but it can complicate things too.
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There's the appropriately named game Hex, created by the some of the world's greatest mathematical brains.

I have to say though, that the majority of hexagon based games are probably (based on) board games and hence most of them are turn based. Real time games that make use of some grid partitioning scheme often rely on either a simple top down square grid or an isometric projection.

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