Thoughts on hex-grid movement...
Mar. 27th, 2009 11:35 pm...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.
Yeah... I'm not trying to make 'perfect copies' of the sheets.
Date: 2009-03-28 02:55 pm (UTC)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.
Date: 2009-03-28 02:57 pm (UTC)Re: Yeah... I'm not trying to make 'perfect copies' of the sheets.
Date: 2009-03-28 04:07 pm (UTC)