Monday, November 4, 2013

Hex Tile Wall Test

For the next game, I'm going to tackle interior spaces, which present some obvious problems with hex grids. I've considered abandoning the hex grids and moving either to square grids (boring!) or to "natural" grids based on Voronoi regions. I think that latter has some interesting possibilities, but there are so many unanswered questions there that I'm going to defer experimenting with it until the new year.

The above tiles capture some of the hand-drawn hatching of, e.g. Dyson Logos. There's more work to be done, but when I look at the effect there, I see a felt-tipped pen stroke, which isn't quite what I'm going for, but it's not bad.

I wrote a little Python script to output 14 different hex tiles, and I assembled them (duplicating a few here and there) into a little room by hand in GIMP. The slant in the hatching makes the entire map seem rotated, but that's just an optical illusion. Will I fix that? Maybe. Perhaps I'll take a page from Dyson's maps and mix up the hatching, all different directions. That could be fun.

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