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hex versus squares for war games

Started by May 13, 2010 11:39 PM
17 comments, last by goldenpanda 14 years, 9 months ago
Personally I'm a fan of dumping the hard cells of "One unit fits in one full cell" idea. To me it feels weird, and limits movement.

If you use small enough squares then you can calculate out the distance of a slope and keep your movements even between all directions, and allow movement in any direction.

If you want it to be 'easy to see how far something can move', then high light its range from its current position. Problem solved. (from the game play view.) You can actually use a lot of different highlight modes to show a lot of information.
Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.
Quote:
Original post by Talroth
Personally I'm a fan of dumping the hard cells of "One unit fits in one full cell" idea. To me it feels weird, and limits movement.

If you use small enough squares then you can calculate out the distance of a slope and keep your movements even between all directions, and allow movement in any direction.

Why would you still use squares and not move to a continuous space if you are going to make them so small as to be insignificant?
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Quote:
Original post by Stroppy Katamari
Quote:
Original post by Talroth
Personally I'm a fan of dumping the hard cells of "One unit fits in one full cell" idea. To me it feels weird, and limits movement.

If you use small enough squares then you can calculate out the distance of a slope and keep your movements even between all directions, and allow movement in any direction.

Why would you still use squares and not move to a continuous space if you are going to make them so small as to be insignificant?


Because while a Pixel is not a little square, they're usually a squarish form sooner or later. (Reference to a paper everyone should read, Google "A pixel is not a little square" and you should get it, Alvy Ray Smith.) The "small square" is one of those things that can be there, but not there at the same time, depending on how you choose to handle your data and such.

There are pros and cons to both methods. Locking things to a 'substrate' can allow for different ways of handling your data and collision detection than having it "centered on point Float X,Y". If units "Snap to Grid", but are allowed free movement at any angle within their range, then you can possibly get more even and structured looking placements. If a small infantry unit exists as a "16*16" circle, then it is easier to line them up perfectly in neat columns when moving one by one. If they're in a totally free space, then a line that runs along the X or Y axis is likely going to look wobbly if each was placed by hand. This minor detail can subconsciously annoy a surprising number of people.


Basically my point was to eliminate the movement restriction of "You can only move these 4, 6, 8, or 12 directions!", while preserving the fairly structured "Board game" feel that can be comforting to some people.

Of course you can always ignore that and go for completely free-floating maps where nothing aligns to a grid, which is good as well.
Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.
Wargames aren't about hand-placing infantry fighters in a neat line. That's for hands-on abstract RTS games like Starcraft. Even a Napoleonic war game, which involves uniform formations, should do that stuff automatically within the unit.
Quote:
Original post by Stroppy Katamari
I haven't played much of this genre but I was definitely bothered by Civilization III operating on square grid when I tried it.


I believe they are switching to a hex based system in Civ V.

"I can't believe I'm defending logic to a turing machine." - Kent Woolworth [Other Space]

Quote:
Original post by Rattrap
Quote:
Original post by Stroppy Katamari
I haven't played much of this genre but I was definitely bothered by Civilization III operating on square grid when I tried it.


I believe they are switching to a hex based system in Civ V.


omg...
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Honestly, I've never understood why nobody (I have seen) has done an octagonal system. It's got all the four cardinal directions, straight lines, diagonals, discrete steps, etc. You could go all the way to sixteengons and beyond, but I don't know if that would make the game better or just more complicated. Remember that the number of sides has an effect on how LOS and movement is calculated, but also on how players interpret the game environment.
Octagons don't tile... The. They don't really do anything that squares-with-diagonals do; they still suffer from the "one set of directions is faster than the others" problem of diagonal vs orthagonal movement.

Hexagons tile the plane completely, and movement in six directions is uniformly scaled.
Quote:
Original post by Talroth
Quote:
Original post by Stroppy Katamari
Quote:
Original post by Talroth
Personally I'm a fan of dumping the hard cells of "One unit fits in one full cell" idea. To me it feels weird, and limits movement.

If you use small enough squares then you can calculate out the distance of a slope and keep your movements even between all directions, and allow movement in any direction.

Why would you still use squares and not move to a continuous space if you are going to make them so small as to be insignificant?


Because while a Pixel is not a little square, they're usually a squarish form sooner or later. (Reference to a paper everyone should read, Google "A pixel is not a little square" and you should get it, Alvy Ray Smith.) The "small square" is one of those things that can be there, but not there at the same time, depending on how you choose to handle your data and such.

There are pros and cons to both methods. Locking things to a 'substrate' can allow for different ways of handling your data and collision detection than having it "centered on point Float X,Y". If units "Snap to Grid", but are allowed free movement at any angle within their range, then you can possibly get more even and structured looking placements. If a small infantry unit exists as a "16*16" circle, then it is easier to line them up perfectly in neat columns when moving one by one. If they're in a totally free space, then a line that runs along the X or Y axis is likely going to look wobbly if each was placed by hand. This minor detail can subconsciously annoy a surprising number of people.


Basically my point was to eliminate the movement restriction of "You can only move these 4, 6, 8, or 12 directions!", while preserving the fairly structured "Board game" feel that can be comforting to some people.

Of course you can always ignore that and go for completely free-floating maps where nothing aligns to a grid, which is good as well.


If you have played Command HQ (remember Microprose?), this is essentially the system they used. I'm surprised that system hasn't shown up in more games. It worked well as a board game/pre-RTS hybrid.

Quote:
Original post by Katie
Octagons don't tile... The. They don't really do anything that squares-with-diagonals do; they still suffer from the "one set of directions is faster than the others" problem of diagonal vs orthagonal movement.

Hexagons tile the plane completely, and movement in six directions is uniformly scaled.

Thanks for this succinct explanation.

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