[b38] Hexagonal arena

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lukep
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[b38] Hexagonal arena

#1 Post by lukep »

This is heavily based off of tiger_eye's hexagonal grids addon, with the following changes:

- this addon is only usable with the arena game mode. It does not block the others, though they may act oddly.
- not compatible with ASCII (or ASCII + background) modes.
- replaced the arena map with a hexagonal one.
- added new hexagonal tiles for all terrain (all five types)

Download:
http://te4.org/games/addons/tome/hexago ... ex-arena-1

Screenshot:
https://docs.google.com/open?id=0B1i0BO ... DVwbmRJenM
Some of my tools for helping make talents:
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jenx
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Re: [b38] Hexagonal arena

#2 Post by jenx »

From a game philosophy perspective, what are the pros and cons of hexes vs squares?
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lukep
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Joined: Mon Mar 14, 2011 10:32 am
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Re: [b38] Hexagonal arena

#3 Post by lukep »

It is more consistent. You do not run into issues where two squares of diagonal distance is a radius of 3 (talent range, radius etc...), but a walking distance of 2.

Another way to avoid that is square FoV (there's an addon somewhere that does that), but that looks weird, and is not intuitive for most people, as 10 diagonal squares are obviously farther away than 10 squares in one of the cardinal directions.
Some of my tools for helping make talents:
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Annotated Talent Code (incomplete)

Grey
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Re: [b38] Hexagonal arena

#4 Post by Grey »

It's harder to get surrounded, but area of effect talents hit less enemies. Probably better for melee chars. Overall it's not that much of a difference though.
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