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Vince278
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Hex movement is more accurate. When you go diagonal with squares you are moving at a speed of 1.414 relative to going up, down, or across.
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Leland
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quote: Originally posted by Vince278
Hex movement is more accurate. When you go diagonal with squares you are moving at a speed of 1.414 relative to going up, down, or across. |
Well, this can be partially fixed by just assigning a larger movement cost to diagonals, like c-evo does. If there are enough movement points so that the remaining fractions are relatively small, squares+diagonals are actually more accurate than hexes. That is to say, "circles" in that space tend to be approximately octagons, whereas in a hex-map they'd be hexagons.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:30
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I prefer hexes because I find hex maps prettier than square maps.
Definitely, square maps need a 1.414 diagonal factor. Once you put it in, it's quite the same from a gameplay perspective.
I don't like the pseudo 2D isometric projection much, too, because I always found that the directions are hard to fing out. Hexes don't require an arbitrary 45° turn to give an idea of perspective.
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Vince278
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I must admit it took me awhile to get used to the isometric POV when I went from Civ1 to Civ2. I'd still like to see a hex-based Civ.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:30
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quote: It isn't just a 45° turn, the parallelograms are also flattened a bit. |
Yes, but the problem to me is that the most intuitive directions (up, down, left, right) are tied to a single pixel (the top, left etc. border of the diamond). This makes it very very hard to find out directions when you start with the games. Hexes or horizontal/vertical squares are much easier to see the directions.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:30
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Populous wasn't really spherical. As for it being, RTS, yes, but it really didn't look like current-day RTS. It was strategy, and yes it was real time, but it was no click fest (you didn't move your citizens one by one). Great game.
Note a spherical map causes problems with the paving. You can pave a sphere with triangles (icosaedron) or hexagons with a few pentagons put in here and there, but it's not really straightforward.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:30
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In Clash, a task force that is moving through a square keeps a counter of where in the square it is, without needing an inner layer.
I miss the point of the inner grid. You can provide facing, inner position for very cheap (2 floats for position, 1 for facing), yielding to an infinity of positions inside the square. That's even more versatile, and not more expensive.
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VetLegion
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Squares with a top down view for me, isometric view does not bring that much into the game. And for when I am not that conservative, tileless world.
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