Re: Diagonal Movement

Patrick McLaughlin (pmcl@cts.com)
Tue, 27 Sep 1994 12:53:05 -700 (PDT)

Offset squares are hexes. They just lack the hex shape.

On 27 Sep 1994,
Russell Boggs wrote:

> Reply to: RE>Diagonal Movement
>
> RE: (Hexes would be an even better way
> to do that, with less weirdness, of course.)
>
> You know, offset squares work really well, too. They might be easier to
> program than hexes, too. (Offset so that the boundary line in row n+1 is at
> the middle of row n. Used in Zocchi's (sp?) Battle of Britain game, if you
> ever saw it.)
> --------------------------------------
> Date: 9/26/94 6:46 PM
> To: Russell Boggs
> From: design@pbm.com
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> Date: Mon, 26 Sep 94 21:14:19 EDT
> From: desj@ccr-p.ida.org (David desJardins)
> Message-Id: <9409270114.AA24688@ccr-p.ida.org>
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> To: design@pbm.com
> In-Reply-To: <9409270025.AA21178@blsouth.bss.com> "bwrgnft@blsouth.bss.com"
> Subject: Diagonal Movement
>
> > From: bwrgnft@blsouth.bss.com
> > Date: Mon, 26 Sep 94 20:13:59 EDT
> >
> > Diagonal movement makes sense. It's more intuitive. If you want to reduce
> > travel speed, there are other ways to do that.
>
> I'm somewhat agnostic on diagonal movement---I'm not strongly opposed to
> it, although I think it clearly can't be retrofitted to the existing
> game---but I definitely disagree that it makes sense or is more
> intuitive. It is much less intuitive in that, for example, two units
> can cross paths without ever passing through the same location. The
> *only* thing that it gains is that game distance is more closely
> proportional to Euclidean distance. (Hexes would be an even better way
> to do that, with less weirdness, of course.)
>
> David desJardins
>
>
>


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