In a roguelike game I've been working on, one of my core design goals has been to allow the player to "Play the game, not the grid." In essence, I want the player's positioning to be tactical, ...
I'm making a TBS with hex grid. Player can move units from one hex to another using bridges, which will be randomly generated. I'm using cubic and axial coordinate system for my grid, it's well ...
I understand the advantage of hexagonal tiles over square ones. But why aren't octagons used instead? I would think they would provide better, more natural movement in eight directions. I was ...
Thanks to this post I'm able to collect adjacent tiles to a given tile. But I'm pretty much stuck on an algorithm that gives me only a "ring" of tiles specified by an offset. The algorithm given in ...
I've been creating a small hex grid framework for Unity3D and have come to the following dilemma. This is my coordinate system (taken from here): It all works pretty nicely except for the fact I ...
Are there any platform or language agnostic (preferably step by step) tutorials regarding creating hexagonal grid based maps/games? I'm mainly interested in grid/tiles basics and not advanced game ...
My 2D isometric game uses a hexagonal grid map. In reference to the image below, how do I rotate the light blue hexagon structures by 60 degrees around the pink hexagons? EDIT: Main hex is (0,0). ...