Hex option for modules
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Hex option for modules
Would be cool to make a game in hex grids instead of squares. Is this possible...?
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- Sher'Tul
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Re: Hex option for modules
I've always wondered, what would a hex grid offer that a square grid cannot?
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Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Hex option for modules
All surrounding tiles have the same distance from the center tile. 

Re: Hex option for modules
Easier control system for laptops too (QWEASD for movement). And it looks cool.
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.
<DarkGod> lets say it's intended
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.
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.
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.

<DarkGod> lets say it's intended
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.
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.
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
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
I meant more about about balance, but the fact that it doesn't depend on squares programmatically is encouraging.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.
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- Wyrmic
- Posts: 249
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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.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"
--Rudyard Kipling, "The Cat That Walked By Himself"
Re: Hex option for modules
tiger_eye, I think I need to second DarkGod's quote from your sig :-D
Re: Hex option for modules
:O Now we need a square-to-hex map converter so I can play all of ToME in hexes.
Sorry about all the parentheses (sometimes I like to clarify things).