Ultimate Solution Hub

Warprime S Game Design Journal How To Create Hex Tiles

warprime S Game Design Journal How To Create Hex Tiles
warprime S Game Design Journal How To Create Hex Tiles

Warprime S Game Design Journal How To Create Hex Tiles Little did know at the time that hex tiles are some of the hardest game pieces to create. there are two main problems with hexes: 1) printing and gluing printing the hexes isn't hard, its the gluing them on a heavy card stock without wrecking the printed paper. best way to do that is to use an adhesive spray. dont use elmer's glue as this tends. Print these to a sticker sheet and then slap the sheet on say some cheap foamcore if you want some thickness. otherwise just print to cardstock and go. an old example of an easy cut hex pattern in use. the other way to proto a hex tile game is to print to squares or cards instead. then you just lay out the squares or cards in a hex pattern.

warprime s game design journal The war Prime The game Anno
warprime s game design journal The war Prime The game Anno

Warprime S Game Design Journal The War Prime The Game Anno I am starting the slow work on building the card sheets. the real difficult part is figuring out how many of each card you need. for this i build spread sheets in excel or numbers if you are on a mac. i use google doc's spreadsheet since i can access it on ether my mac or pc. I have worked through a good bit of the planning for a tile laying game that would use hex tiles, and now i am trying to figure out how to make a prototype. i am thinking of printing out the graphics and glueing to chipboard, then cutting out the hexes using a die i have a sizzix but i am not sure how thick that will go. The best way to deal with variable count randomization is to use a drawing bag. create two sets of tiles. whenever you add a tile to the board, add its copy to a drawing bag. now whenever you need a random tile, draw it from the bag. this technique requires all your tiles to be unique. A hex map is generally not worth its extra calxulations to display it. hex maps are good for tactical flanking evasion mechanics. if you disable the ability to move in 2 oposing directions of any 8 adjacent square tiles for all tiles, you change a square grid movemwnt to a hex grid movement. disable "up" and "down" in a rogelike and it plays as.

Comments are closed.