OK, makes sense. Will one be able to make the AI modular or not? Or is that part of the next blog post?
Yes and yes.
OK, makes sense. Will one be able to make the AI modular or not? Or is that part of the next blog post?
I also want to point this out... We don't have to use tiles per se. We could also use points. The points on a ISEA grid actually don't make up hexagons and pentagons. They make up triangles.
Yeah Zoo Tycoon 2 uses triangles for placing objects. You can still have linear roads as well as hexagons.
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Also you could have units, terrain features and improvements that take up different size tiles.
I don't particularly like the Zoo Tycoon isosceles right triangles because they don't tesselate onto a globe - micro-equilateral triangles are the way to go. Not only is pathfinding easier and smarter because the playing field is ultimately quantized, the player need never even know that the tiles exist because they can be only a few pixels in size or smaller. These would also go a long way towards providing a "snap-to" functionality.
What is the difference between using hexagons (and some pentagons) and claiming to use the center points of those plots?Don't forget that Zoo Tycoon doesn't have world maps. The isosceles right triangles worked perfectly for what they needed. We need something different so naturally we aren't going to use the same kind of triangles.
Also don't forget that the triangles aren't the main point. They are a convenient side effect of focusing on points rather than tiles as I explain above. Triangle tiles would be annoying for a number of reasons, the most obvious being the number of surrounding tiles. But points as a focus of data and movement is advantageous for many reasons as mentioned in my previous post. Each point on an ISEA grid is surrounded by 6 other points except on the 20 starting points which have only 5 points.
What is the difference between using hexagons (and some pentagons) and claiming to use the center points of those plots?
Nothing. Underlying data should always be points, with the tiling schema implicitly providing quantization. Whether the UI then explicitly displays the timing is essentially a UI issue then, though if it does it will need to understand the quantization scheme being used.
What is the difference between using hexagons (and some pentagons) and claiming to use the center points of those plots?
Laskaris, check out europa universalis 3 or victoria 2.
Ah, now I understand what you are suggesting: Always walking along the edges of the terrain and feature plots (unless you also want to allow moving to the center point which you probably want as it is a bit weird otherwise). That would be a triangular meshing if plots and movement would be aligned.
So where would you be allowed to build cities? In the plot center only?
EDIT: One weird thing is also that the center point has higher connectivity compared to the border points.
@ primem0ver: It certainly is an intriguing idea to use points instead of tiles...In terms of game design, it would probably be the most radical depature yet suggested. Tiles have always been one of the holy cows of the Civilization series. They are taken to be a self-evident, integral part of that game, like the six attributes and saving throws are in D&D. A game without tiles would, in essence, be perceived to be a totally different type of game.
For instance, one vision for a game I have had for a long time is something along the lines of SimLife or Evolution: The Game of Intelligent Life (which Hydromancerx mentioned), but with polities instead of lifeforms. Civilization via the SimLife route, if you will. The player would be controlling and all the time changing overarching parameters, but the control over his polity / civilization would be largely indirect. It would be more like: "Experiment with the parameters of society, and watch how your people develop!"
combine a game like spore with civilization,
By God that would be the best game ever made. Why haven't the developers at major gaming companies made it yet? If we do it we could gain a name in the gaming industry.
Yes and no. It is a radical difference from all previous civilization type games in terms of placement and map structure. However, it would not change much about the nature of the game or how it is played overall. Only some of the rules of play. Appearance would still be remarkably similar... to the point that it would be possible to have circumstances that make it still look like a tile based game. The only thing that would make it obvious that it wasn't in a screenshot would be to have entities such as bonuses or units sitting on an edge of a forest or some such border or positioned at consecutive points which can be avoided in screen shots. In such screen shots, the Civilization heritage would still be apparent.
LOL. I think is totally hilarious how alike we are in some ways.
For a long time this has been my dream game. I was even thinking about it the other night; how it would be possible using an engine like we seem to be envisioning to combine a game like spore with civilization, with something like Master of Orion, in a sequence of escalating scale.
Imagine controlling the evolution of a species in an early game stage... but not necessarily being the winner.. the winner of each stage controlling the starting conditions for the next stage. For example, if the winners of the evolution stage are aquatic, then for the rest of the stages, an aquatic species is used; it is the oceans that are inhabited rather than land during the the "civilization" phase until technology grants the oceanic species the ability to go out of water.
The winners of the civilization phase control the type of society/culture that exists for the space expansion game. I even thought about a single celled stage in which the winning team picks the type of life that develops (individual, versus communal, versus single mind over several separate part types of life where "individuals" are all part of one creature).
Hmm, well, actually there is a new hexagonal grid centered on the points then which is smaller than the original one on which you could consider the point based things to occupy.Well... sometimes but not most of the time. It would be where borders occur... but there are far fewer borders than points. Most points would be inside a "border" (whether that be cultural, terrain, features or other).
Anything that is positioned would need to be/should be centered on a point. This includes bonuses, cities, terrain improvements (yes... we would need programmed rules for improvements and terrain improvements could have some flexibility as far as point versus triangle), units. Cities would necessarily need to be centered on (or at least start on) points. since we would want to station units there. The nice thing though is that cities don't have to be confined to a single point (and could hence include "plots" or "tiles"). Keep in mind that cities in a plot system occupy entire plots which in this system would include 3-6 or more triangles. The actual city can grow to consume more points with population and building.
You are right. I forgot some connectivity.Things like peaks and hills should also be centered on points. Things that require textures and graphical extension that don't require a "center" would be composed of triangular "plots" such as borders, terrains, and features.
Actually this isn't true. All points on the grid have the same number of connecting points (six) except for those 20 original points of the icosahedron which would have 5 instead of 6 neighboring points. To see what I mean check out the graphic below (which is a flat hexagonal grid made of the points and triangles of which I speak)