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Hex option for modules

Posted: Wed Jan 04, 2012 1:48 pm
by Grey
Would be cool to make a game in hex grids instead of squares. Is this possible...?

Re: Hex option for modules

Posted: Wed Jan 04, 2012 4:18 pm
by Final Master
I've always wondered, what would a hex grid offer that a square grid cannot?

Re: Hex option for modules

Posted: Wed Jan 04, 2012 5:19 pm
by Dekar
All surrounding tiles have the same distance from the center tile. :D

Re: Hex option for modules

Posted: Wed Jan 04, 2012 5:36 pm
by Grey
Easier control system for laptops too (QWEASD for movement). And it looks cool.

Re: Hex option for modules

Posted: Wed Jan 04, 2012 9:11 pm
by yufra
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.

Re: Hex option for modules

Posted: Fri Jan 06, 2012 7:13 am
by Rectifier
Considering that all the talents are based off of squares, this would be more than just a re-code of the movement/tiles.

Re: Hex option for modules

Posted: Fri Jan 06, 2012 5:05 pm
by yufra
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. :)

Re: Hex option for modules

Posted: Fri Jan 06, 2012 10:00 pm
by Grey
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.

Re: Hex option for modules

Posted: Sat Jan 07, 2012 12:34 am
by tiger_eye
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.

Re: Hex option for modules

Posted: Sat Jan 07, 2012 2:28 am
by Grey
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.

Re: Hex option for modules

Posted: Sat Jan 07, 2012 7:50 am
by Rectifier
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.

Re: Hex option for modules

Posted: Tue Jan 10, 2012 4:08 am
by catwhowalksbyhimself
Again, balance is not an issue, since we're talking about this as an option for original modules, not for ToME 4 itself.

Re: Hex option for modules

Posted: Tue Jan 24, 2012 6:55 am
by tiger_eye
Shazam!!
hex_fov.jpg
hex_fov.jpg (217.54 KiB) Viewed 13503 times

Re: Hex option for modules

Posted: Tue Jan 24, 2012 8:29 am
by Grey
tiger_eye, I think I need to second DarkGod's quote from your sig :-D

Re: Hex option for modules

Posted: Tue Jan 24, 2012 5:01 pm
by bricks
:O Now we need a square-to-hex map converter so I can play all of ToME in hexes.