Anybody proficient in Hexagon map algorithms?

Looking good. Decent progress :)

Thats about as far as I made it when I toyed with this stuff.

Think I used tiles from Civ 2 or something.


I'd skip straight to A*.

Floodfill will give you performance issues unless you're planning on having very few units. I took a brief look at Djirka...didn't get any "ah ha" from it and thus A*. If I'm not mistaken A* and Djirka should be equally applicable here so either should work.

Also...you might want to investigate threading while the project is still at an early stage...if you don't use threading from the start you'll hit problems later.

Thanks for the advice, but...

I could use Google and look smart, but this is only a hobby for me and I have no idea what threading means.:o
It does now work with A* - I find it very complicated and challenging. Not sure I want to figure it out again.:D

Had to brush up on maths quite a bit - just to get this going...
 
I couldn't wait and Googled. It all make sense now - This should be a small game basically only doing combat on one screen - perhaps a bit of scrolling - still thinking.

This will be nowhere near anything as complicated as Civ or size. Pretty sure it will be low on resources - unless I get an infinite loop - again. :-)
 
Just an update:

I can now select multiple characters with their different movement spaces taken from the character.
Tiles where characters stand on, is marked as a player obstacle - so you cannot move on that tile.
Had a couple of challenges, but the most current one is:

For attacking - I will need 'line of sight attack' so that if an obstacle is in the way, it is -well, in the way of the attack and you probably should not be able to attack around a corner if it makes sense?
So I am trying to figure out this logic. I have commented my code religiously - rewrote it several times as well, but I still get lost in it now and again. :-)

Who thought that something that looks so simple is becoming so complex?? Perhaps I am over complicating things?
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