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Widelands civ 5
Widelands civ 5













So as User137 I would also suggest to you to use triangles based map design itself or to be more specific same design that was used for Settlers.

widelands civ 5

Check "Missionforce Cyberstorm" for example. The second and probably the bigest problem is that by using hex maps you can forget about any height representations as they wil look ugly. Sid Meiers Civilization IV: Beyond the Sword is the second expansion pack for Civilization. But that game used a bunch of verry small hexagons so they were barely noticable. Open source games has been improved a lot (both quality and amout), some closed source games now just work (been playing Serious Sam 3, Portal and Civ 5 without any hickups, but cities skylines did crash and I presume it is because of a week PC), and other closed source games workes will via Crossover/wine. Live an exciting adventure as you play 5 different heroes. Even thou i have seen a game that used hex grids and looked quite well. There will always be thet hexagonial look. Without specialy designed autotiles like in Civilization 5 you will have problems of making any straight edges. With hex grids you easily gets depth perception by simply rendering hex grid on 3D plane.īut as it was already pointed out hex grids have their drawbacks: Hex grids were never ment to look good but instead they simplify some game mechanics like pathfinding (distance betwen two neighbouring tiles is always the same), range checking, etc. But if one has to choose between square grid and hexagon grid in that kind of game, and if it's about game mechanics, hexagon feels more natural. The tile-blending graphics are some advanced shadering and modelling. FreeCol is a turn-based strategy game based on the old game Colonization, and similar to Civilization. I think what hexagons fit best is kind of grid-based games such as Civilization 5īut what is seen in that image for world terrain, is extremely complex to do (it's kind of what i tried to achieve in thread i posted in previous message, i couldn't find a shader algorithm that would make 1 of 6 corners straighten like that shoreline at bottom left). and the benches of the Senate House in Rome to the wide lands north and east and south of the Mediterranean. You can't just render the map in 1 big PNG and use it for whole game world, if that is the idea?

widelands civ 5

Map is always somehow tied to game logics. Bullseye & Buster:(1.2.5.dfsg.1-6) Action game in four spatial dimensions Bullseye:(2.6.3-1) Buster:(2.6.0-2) Civilization turn based strategy game. The stone walls are also showing clearly the drawback of hexagon technique - edgy straights.

widelands civ 5

The screenshot you showed in last message is very strictly tying game objects to hexagon grid. I must say though that my interest is not to create a hex based game but as a way to create nice looking maps with out alot of work.I'm not sure if i understood this part earlier.















Widelands civ 5