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File: hexagon.jpg (273 KB, 724x724)
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Square grids were due to limitations, as we only had 4 directions we could move and was the easiest to achieve with the low pixel count
But now we have at minimum 8 directions to full 360 movement and no pixel limitations, and the closest shape to a circle that can tile with just itself with no gaps is a hexagon, if you are making a grid-based game it just makes more sense
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>>724577590
No. Lmao.
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>>724577590
But I like square grids more.
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Hex grids on a "personal" scale make building walls look janky unless they're also hexagonal buildings, and you can only have E/W or N/S corridors, not both. They're fine for grand strategy maps where you're only ever dealing with blob-shaped natural features, but built environments are rectangular.
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There are plenty of board games and vidya inspired by board games where hexagons are the primary tesselated polygon
It depends on the game, there is no universal correct answer
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Don't even need grids. They're archaic.
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>>724577885
I thought about maybe construction using the hexagon borders to make rectangular buildings and structures, although that does leave some empty half-hexagons which could be awkward if there is nothing occupying that space
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once you get used to hex grids you realize they are simply superior
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>>724577590
No, that's the equivalent to games chasing realism and meme-tracing. Limitations are the essence of games.
Going from true 3D to a grid, is a limitation. Going to a hex from 2D grid, is softening that limitation, i.e, pointless.

If you want to innovate, try to reduce the concept of 2D grid to something even more limited.
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>>724578363
You now have the problem that while your E/W corridors are consistently sized, if this was a N/S corridor for a rectangular building, the width of it varies between 3 and 4 grid spaces, which can lead to some gameplay strangeness if blocking hallways is an expected mechanic.
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>>724578363
oh my
clearly the future is hexagons split into quarters
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>>724577590
hexagons are gay, unintuitive, and unaesthetic
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>>724577590
have you seen how retardedly you move in fallout 1 and 2? the weird side jiggle like you've shat yourself and have a huge dick?
or how shitty games like battle brothers has to look in order to make it work right? and it still fucks up basic shit like having your bros not even face the enemy right if you're flanking them
no thanks
fuck hex grids
they're not actually that strong, did you know bees build circle shaped hives but the weight of the rest of the hive causes them to be pressed into hexagon shape
games should just be like silent storm or divinity with no grid at all (actually a grid so small it looks like there's no grid)
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>>724577590
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>>724577590
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>>724579102
>>724579143
ignmind
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the best grid would be a circle grid, if you think about it
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>>724577590
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>>724578949
The side jiggle has the same solution as diagonal movement in square grids, just make the player move regardless of the actual grid, as long as the base movement has a minimum of two spaces that you can move
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Is there something wrong with octagons? You get both the cardinals and the diagonals that way.
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Hex only works in blobby natural environments like you see in 4X games. The vast majority of turn based games are all dungeon crawlers and shit where using literally anything other than squares to move down a corridor would be flat out fucking retarded.
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>>724579675
Octagons can't tile with just themselves, they need squares to fill in the "holes", There are only 3 shapes that can tile with just themselves, triangles, rectangles, and hexagons
I mean, by itself it's fine, just not that clean
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>>724577590
Fallout/2 use hex and they are pretty low res.
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>>724577590
Out of the games you chose, Fire Emblem would have the easiest time in changing to hexagonal grids, biggest problem is the jiggle movement and since FE is played by point&click, it doesn't suffer from that
Bomberman enemies still move in a grid so it would still be a bit awkward, and I have no idea how hexagonal Minecraft would work
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>>724580050
>octagonal grid
>looks closer
>it's just messy square grid
lmao
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Consider: isometric grids, it's like a mix of square and hexagon, almost triangular! It's perfect
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>>724579389
gem
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wild arms xf did, it sold so poorly it killed the concept in the whole of japan. Literally. Go look it up.
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Depends on the scale and setting. Civ for instance massively improved with hexes as it gives a more organic look and feel for everything. However in a smaller scale like that of XCOM or fire emblem it makes sense and feels better to be on a grid since you are fighting in close urban/city environments most the time so it would look very unnatural for it to he on hexes.
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>>724577590
>8 directions
please elaborate on how you expect three dimensional "hexagons" to tile
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>>724589753
It's just going to be square grid in the z axis, hexagons unfortunately do not tile 3-dimensionally
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>>724578363
lol bees are stupid



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