ToME: the Tales of Maj'Eyal
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Hex option for modules
http://forums.te4.org/viewtopic.php?f=46&t=30875
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Author:  Grey [ Wed Jan 04, 2012 1:48 pm ]
Post subject:  Hex option for modules

Would be cool to make a game in hex grids instead of squares. Is this possible...?

Author:  Final Master [ Wed Jan 04, 2012 4:18 pm ]
Post subject:  Re: Hex option for modules

I've always wondered, what would a hex grid offer that a square grid cannot?

Author:  Dekar [ Wed Jan 04, 2012 5:19 pm ]
Post subject:  Re: Hex option for modules

All surrounding tiles have the same distance from the center tile. :D

Author:  Grey [ Wed Jan 04, 2012 5:36 pm ]
Post subject:  Re: Hex option for modules

Easier control system for laptops too (QWEASD for movement). And it looks cool.

Author:  yufra [ Wed Jan 04, 2012 9:11 pm ]
Post subject:  Re: Hex option for modules

It would require changes to the C core, particularly the C map objects and fov calculations. In short, possible but difficult. It would be very interesting, though.

Author:  Rectifier [ Fri Jan 06, 2012 7:13 am ]
Post subject:  Re: Hex option for modules

Considering that all the talents are based off of squares, this would be more than just a re-code of the movement/tiles.

Author:  yufra [ Fri Jan 06, 2012 5:05 pm ]
Post subject:  Re: Hex option for modules

I think very few talents actually assume a square, most use the engine code to do a cone/circle/line projection. Those projections would have to be made hex-aware, but the talents should work regardless. I could be wrong, though.

EDIT: Also I don't think the suggestion is that ToME4 go to hex. Note that this is in the T-Engine 4 forum, not the ToME4 one. :)

Author:  Grey [ Fri Jan 06, 2012 10:00 pm ]
Post subject:  Re: Hex option for modules

Yeah, even the title of the thread says "for modules" :P Talent system is irrelevant. A UI and co-ordinate system is all that's needed. The module coder can do the rest.

Author:  tiger_eye [ Sat Jan 07, 2012 12:34 am ]
Post subject:  Re: Hex option for modules

A hex option would be great. I'm sure it's doable, but I'm not going to try to estimate the amount of work it would entail.

The core FoV code would be straightforward to do efficiently with recursive shadowcasting (which would have asymmetric LoS like the current system in tome, but would be less severe, I believe, due to being hexagonal). A very permissive and symmetric fov/los system would also be possible. If you would like this for a 7DRL, Grey, let me know and I should be able to whip it up before the next 7DRL challenge.

Author:  Grey [ Sat Jan 07, 2012 2:28 am ]
Post subject:  Re: Hex option for modules

If it's available I'll certainly use it. I can't think of any game that isn't improved by being changed to hexes.

Author:  Rectifier [ Sat Jan 07, 2012 7:50 am ]
Post subject:  Re: Hex option for modules

yufra wrote:
I think very few talents actually assume a square, most use the engine code to do a cone/circle/line projection. Those projections would have to be made hex-aware, but the talents should work regardless. I could be wrong, though.

EDIT: Also I don't think the suggestion is that ToME4 go to hex. Note that this is in the T-Engine 4 forum, not the ToME4 one. :)


I meant more about about balance, but the fact that it doesn't depend on squares programmatically is encouraging.

Author:  catwhowalksbyhimself [ Tue Jan 10, 2012 4:08 am ]
Post subject:  Re: Hex option for modules

Again, balance is not an issue, since we're talking about this as an option for original modules, not for ToME 4 itself.

Author:  tiger_eye [ Tue Jan 24, 2012 6:55 am ]
Post subject:  Re: Hex option for modules

Shazam!!
Attachment:
hex_fov.jpg
hex_fov.jpg [ 217.54 KiB | Viewed 5784 times ]

Author:  Grey [ Tue Jan 24, 2012 8:29 am ]
Post subject:  Re: Hex option for modules

tiger_eye, I think I need to second DarkGod's quote from your sig :-D

Author:  bricks [ Tue Jan 24, 2012 5:01 pm ]
Post subject:  Re: Hex option for modules

:O Now we need a square-to-hex map converter so I can play all of ToME in hexes.

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