Hi everyone,
I am getting a tingling in my brain due to the hiatus of talking game mechanics. So I wanted to bring up a topic for discussion and see where it goes.
The topic that comes to mind is that of how to decide the best movement / measurement system for a game, and where overlap or exceptions exist.
How do you rate using squares, hexes or measurements? Where are the strengths of each?
I had the thought of staggering squares to simulate the animations of arcade games like golden axe where the sprites only face left or right. so attacks up or down aren’t animated as looking directly up or down but at an angle. I realised that that gives 6 joining spaces to each space and then realised that it would be just like a hex grid.
I have my own thoughts of them but I really do like getting into stuff like this with the more design minded members of Yaktribe.
I am getting a tingling in my brain due to the hiatus of talking game mechanics. So I wanted to bring up a topic for discussion and see where it goes.
The topic that comes to mind is that of how to decide the best movement / measurement system for a game, and where overlap or exceptions exist.
How do you rate using squares, hexes or measurements? Where are the strengths of each?
I had the thought of staggering squares to simulate the animations of arcade games like golden axe where the sprites only face left or right. so attacks up or down aren’t animated as looking directly up or down but at an angle. I realised that that gives 6 joining spaces to each space and then realised that it would be just like a hex grid.
I have my own thoughts of them but I really do like getting into stuff like this with the more design minded members of Yaktribe.