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Inspired by Barbarian Prince (1981)

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Re: Inspired by Barbarian Prince (1981)

Postby Anderas » July 23rd, 2015, 3:50 pm

Both, and i confirm:
If you have a wine-drunken mother or a 2 years old kid in the house, it is fragile! :D
Otherwise, it keeps together.


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Re: Inspired by Barbarian Prince (1981)

Postby Baylor_OgreBane » July 23rd, 2015, 3:52 pm

I'm not quite sure if the comments have moved a little off the original point or not!
With hex tiles, you get 6 directional movement choices, effectively; north, north-east, south east, south, south west and north west. With square tiles you get only 4; north, east, south, west.
When the square tiles are staggered this makes it harder in my mind, as you end up with 2 norths and two souths, but I think its all semantics, GYG should go for what he likes the most.


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Re: Inspired by Barbarian Prince (1981)

Postby Anderas » July 23rd, 2015, 3:53 pm

With square tiles you get 8 directions not 4.
In fact, Hex is more expensive, more complicated and in the end it reduces options. No way for me.


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Re: Inspired by Barbarian Prince (1981)

Postby Baylor_OgreBane » July 23rd, 2015, 4:30 pm

Anderas wrote:With square tiles you get 8 directions not 4.
In fact, Hex is more expensive, more complicated and in the end it reduces options. No way for me.


How do you figure 8?

but hex is complicated.


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Re: Inspired by Barbarian Prince (1981)

Postby mukami » July 23rd, 2015, 8:22 pm

Baylor_OgreBane wrote:
Anderas wrote:With square tiles you get 8 directions not 4.
In fact, Hex is more expensive, more complicated and in the end it reduces options. No way for me.


How do you figure 8?

but hex is complicated.

Diagonal.


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Re: Inspired by Barbarian Prince (1981)

Postby mukami » July 23rd, 2015, 8:30 pm

Looking at the map for this game, could you use HeroScape tiles for the map (various types of tiles to represent terrain) and do a numbered chart/legend for each tile?

(not sure if that made sense... kinda have a headache.. and words escape me atm.)


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Re: Inspired by Barbarian Prince (1981)

Postby GimmeYerGold » July 23rd, 2015, 11:27 pm

I agree that square tiles would make things easier, so I worked up a few of these into 3cm x 3cm square tiles!

Here are the 6 terrain types, with how much movement it takes to pass through each. Also is the village, which represents access to the armory, and where the Heroes receive their main quests.

Image
Plains = -1 movement

Image
Desert = -2 movement

Image
Swamp = -3 movement

Image
Forest = -4 movement

Image
Forest = -5 movement

Image
Mountains = -6 movement

Image
Last edited by GimmeYerGold on July 24th, 2015, 9:56 am, edited 1 time in total.


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Re: Inspired by Barbarian Prince (1981)

Postby Big Bene » July 24th, 2015, 3:54 am

Baylor_OgreBane wrote:How do you figure 8?
AS Mukami said: diagonal
Each square tile has four adjactant tiles orthogonally (north, south, east, west),
and four adjactant tiles diagonally (northeast, northwest, southeast, soutwest).

You could mark on each tile the movement costs to the next tile, with taking into account the 50% increment for diagonal moves:
FarmlandS.jpg
You do not have the required permissions to view the files attached to this post.
Have a look ;)


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Re: Inspired by Barbarian Prince (1981)

Postby Baylor_OgreBane » July 24th, 2015, 5:53 am

That explains it, me being slow again :P


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Re: Inspired by Barbarian Prince (1981)

Postby GimmeYerGold » July 24th, 2015, 9:58 am

Big Bene wrote:
Baylor_OgreBane wrote:How do you figure 8?
AS Mukami said: diagonal
Each square tile has four adjactant tiles orthogonally (north, south, east, west),
and four adjactant tiles diagonally (northeast, northwest, southeast, soutwest).

You could mark on each tile the movement costs to the next tile, with taking into account the 50% increment for diagonal moves:
FarmlandS.jpg


Marking movement cost on the tile itself is a good idea Big Bene. By the way, Where did you get the farmland tile you have here?


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