The expanses of WolfWings' land
scratched on the wall for all to see


March 27th, 2009
March 27th, 2009
March 27th, 2009
March 27th, 2009
March 27th, 2009

[User Picture]11:35 pm - 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:

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.

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