Thoughts on hex-grid movement...
...since I'm working on retrofitting a vector-based movement system to an old FASA game (Interceptor) I've realized a few traits I didn't realize before until I tested them via brute-force to verify things to myself.
When you sum things up in a vector-movement system as applied to a hex grid, there's two basic mergers that let you quickly simplify things down to a single pair of vectors that will always be on neighboring sides of the movement hex. I.E. A single fixed line on a 360-degree circle, common sense but neat on how things simplify down.
First, a hex grid to work with:
__ __/#W\__ /#A\__/#E\ \__/ \__/ /#Z\__/#D\ \__/#X\__/ \__/
Yes, I'm being a bit lazy on the labelling, deal. Long story short:
- 1 #A + 1 #E = 1 #W.
- 1 #W + 1 #X = 0.
Yes, it's minor, but I felt like sharing. Oh, and interceptor critical-hit sheets if you want good-quality scans, and the live WIP for the by-hand re-building I'm making of the sheets into pure PostScript to be made into PDF's eventually.
no subject
Yeah... I'm not trying to make 'perfect copies' of the sheets.
That, and I'm going to make a seperate version to support the vector-movement system. Long-term all this is going to be vaguely hidden, as I'm implementing the damage and critical-hit system for an online text-based space-battle game where all the complexity can be reduced to much simpler views. The old wiring-diagram really does generate organic-feeling ship decay though, I must admit!
Re: Yeah... I'm not trying to make 'perfect copies' of the sheets.
Re: Yeah... I'm not trying to make 'perfect copies' of the sheets.