quote:Original post by haro
Do the board game and the computer games have to be identical? In the board game you can dumb down things a bit and simplify terrain bonuses like the old hex based pen and paper games.
Well, myself and a couple of friends have been developing what we''ve found to be an extremelly fun table-top miniature game. We''ve run into a few problems that have really bogged down the development of the game: testing is a painful experience as each game takes hours on the table, and excluding myself, everyone else has moved away! I''ve been away from games development for too long, and figured a network-enabled version of the game would solve both problems and get me back into games programming. The downside is that the computer game is now our testing platform, so it must match 100% with the table-top version.
quote:Original post by haro
For the computer game you could code a ''best results'' algorithm. If you know there are a minimum of 7 hexes that you have to go through to get from point A to point B then calculate every path from A to B that is 7 hexes and take the path that gives the best results (which would translate to the most mobility left in the previously offered system of attack). This is pretty typical algorithm problem and should be able to be brute forced with no performance worries.
I think I''m going to be forced into a dumbed-down algorithm to solve this.
For now, I guess I''ll step along the straight line between points A and B, and each new hex that the line crosses into will affect the path of a projectile. Even if the line only goes through a tiny portion of the hex, I''ll make it as thought it went through the entire hex. Extensive beta testing is going to be required to see if this turns into something players will exploit.
I really appreciate the ideas being thrown around here! I can''t help but feel that this must have been tackled before by every other hex-based game, but sometimes reinventing the wheel can be half the fun.