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Post by wascalwywabbit on Nov 3, 2015 3:49:55 GMT -5
Just curious if you guys, fallen Cory Trese have any plans for a hex grid or any other beside square grid layout tactical system for any future games? Maybe even a no grid (or per pixel?), distance only system?
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Post by resistor on Nov 6, 2015 17:29:51 GMT -5
I'm pretty sure they don't have any immediate plans for a game like that, but perhaps they might sometime in the future.
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Post by Cory Trese on Nov 7, 2015 17:10:38 GMT -5
We might do games like that in the future. Of course, things like that require major changes to the game engine so they won't come quick!
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Post by wascalwywabbit on Nov 7, 2015 18:21:54 GMT -5
We might do games like that in the future. Of course, things like that require major changes to the game engine so they won't come quick! I figured 1-3 years for a typical game. At least hex grid is possible with tmx so not as many changes for that.
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Post by Cory Trese on Nov 7, 2015 18:23:06 GMT -5
TMX supports it, but the libraries that render TMX in Cocos2d-x aren't as good at hex as they are at square, so we'd have to improve them considerably.
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Post by wascalwywabbit on Nov 7, 2015 19:14:06 GMT -5
TMX supports it, but the libraries that render TMX in Cocos2d-x aren't as good at hex as they are at square, so we'd have to improve them considerably. That's good to know. I might search more to find out if any builds of it have more success.
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Post by wascalwywabbit on Nov 7, 2015 22:21:09 GMT -5
Checking for my own interest... Tile map kit ($50+ comercial) looks about right for cocos 3.x hex rendering, c++ is still in development for 2dx, but seems to be making good progress. Havn't found a really good open source one for hex yet.
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Post by xdesperado on Nov 8, 2015 1:58:29 GMT -5
I know TB just released TBF and are hard at work on ST2 but what I'd love to see from them at a future date is a turn based game without any grids like the Warhammer minatures games where units have a movement range which may be affected by terrain but are mostly free to move in any direction desired up to limit of their range.
Lets you have more natural features and positioning of units.
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Post by wascalwywabbit on Nov 8, 2015 3:03:03 GMT -5
I know TB just released TBF and are hard at work on ST2 but what I'd love to see from them at a future date is a turn based game without any grids like the Warhammer minatures games where units have a movement range which may be affected by terrain but are mostly free to move in any direction desired up to limit of their range. Lets you have more natural features and positioning of units. Those are great, but they can be hard to get everything up and running with things like boundary checking. Basically everything not abstracted from the visuals needs a hard or permeable boundary check. That can greatly increase rendering and collision detection overhead. Definitely doable, but I think that may be a layer of abstraction further down the chain than even hex grids. I'm reading up on such things myself, but I'm a slow learner of details. Best site I've found for the gist to the maths with interactive demos and some code examples for various things is redblobgames.com by Amit Patel.
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