Hex tiles and world-building


I love hex tiles, I think their great both in digital and tabletop games.

I've been watching videos on them off and on for a while trying to figure out how exactly I would like to implement them into GS. I'm not really interested in using them in the same traditional way you usually see them in rts I want to be able to steal hex tiles from enemies and take them home to build your base. Literally stealing their dirt.

Hex tiles are a bit tricky though, they don't handle quite as easily as squares, but squares are boring.

Also, I'm not interested so much in creating a static grid. I want to be able to snap new tiles into place and I'm thinking I'm going to approach this more like a boids situation instead of a grid. My thought is, I'll give each tile snap points for their neighbors, and when a loose tile touches another tile, the loose tile will simply snap onto the larger tile group.

From there, I'd like the players to be able to build an utilize different tile types in different ways. For example, I'd like the player to be able to build quarries on stone tiles which will provide stone resource over time. Stone resource would then be able to be used in things like building walls on standard ground tiles.


Now, the key to this is that I also want the enemy to be able to raid and steal the players tiles. So if there is a quarry for example, exposed on the outer edge of the players base the enemy can destroy the quarry and steal the rock tile.

This will reduce the players stone income and the player will not be able to harvest more stone until they retrieve a new stone tile.

Basic, unimproved tiles will have a small amount of hitpoints that when reduced to zero will break the tile from the base. Improved tiles will gain a bonus to their hitpoints depending on the upgrade type. Walls and fortifications for example will have significant increases to hitpoints whereas farms and quarries for example will only have a slight increase.

I really want the game to seem like it has living factions and I believe that setting up home bases that can grow and be cultivated will bring a ton of life to the game.

The thing I really like about this tile snapping concept is it will create entirely unique structures and landscapes.

It will be truly procedurally generated and the world will be heavily impacted by the players actions.

I went inactive for a few weeks due to health reasons but I plan to have a small update for this coming Friday.

Files

Grimm Space v 0.1009 9-1-2023.zip 31 MB
Sep 02, 2023

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