Triangle Grids
11 days ago
- #game design
- #turn-based games
- #grid systems
- Grids in turn-based games allow discrete movement steps, binding positioning to resources like movement points.
- Square grids suit non-natural environments (towns, dungeons), while hex grids enhance natural environments (mountains, islands).
- Triangle grids combine features of squares and hexes, supporting straight lines and curvy environments, and can include larger grids.
- Triangle grids excel in representing line formations and citadels, offering 6 rotational directions for formations.
- Square grids offer 4 directions, hex grids 6, and triangle grids 3 adjacent tiles but 6 directions, expanding to 12 with diagonals.
- Hex grids simplify distance calculation; triangle grids can adjust distances by allowing diagonal moves at reduced costs.
- Triangle grids support heightmap terrains efficiently, potentially reducing triangle counts in terrain meshes.
- Coordinate representation for triangle grids involves square grid coordinates plus a half-square indicator (0 or 1).
- Distance calculations in triangle grids can be adjusted for diagonal movements, offering shortcuts or full diagonal distances.
- Triangle grids are underutilized in games, presenting opportunities for innovative gameplay in turn-based tactics and strategy.