![]() ![]() But maybe the extra tiles would help with my concern that the greater numbers of sides would be more difficult to match. But would it be harder than 6-sided Carcassonne since not all the pieces would be 6-sided? Or would it be even easier because you have multiple pieces to choose from? I think the latter, especially if we're talking a Poisson distribution, which would have an average close to 6 sides. I think matching a single side would still be easier than matching a single side on 4-sided Carcassonne. In the linked post I tried to work it out for 6-sided Carcassonne, but I'm not sure how to approach Voronoi Carcassonne. ![]() That would make it technically feasible, but I wonder what impact that would have on the balance. Okay, computer-based and drawing multiple tiles. Similarly, the distortion of cartesian grids can be mitigated by diagonal counting rules, alternate movement methods (chess), or simply banning diagonal movement.Īs always, it's important to choose the right tool for the job, and that means understanding the job before deciding which alternative is best. ![]() This can, of course, be mitigated through many different techniques: by choosing to orient the hexes so that the distortion occurs in the least important direction, by distorting the grid so that it's not composed of regular hexagons, by imparting visual perspective effects, etc. This difference will depend on the hex's orientation, pointy-end-up or pointy-end-sideways. If you care more about movement in the cardinal directions, hex grids have a flaw: the centers of hexes stacked in the x direction will be spaced differently than the centers of hexes stacked in the y direction. This doesn't make Hex grids better in all cases, just those where it's valuable to move diagonally. You're absolutely right that hex grids support diagonal movement, and cartesian grids handle that as well. It's weird to hear hexes called, "Superior." There is no perfect grid for all applications. Check out our Discord! Suggestions and feedback Message the Moderators r/Games: A place for informative and interesting gaming content and discussions. r/gamedevclassifieds: A game development classified section to help you find talent, or to help the talent find you. r/indiegaming: The place for all news and developments in the Indie gaming community. r/themakingofgames: For all 'behind the scenes' content of your favorite games. r/devblogs: The latest blog posts from your favorite game development bloggers. r/GameSociety: reddit's "book club" for games. r/ludology: For the serious discussion and analysis of games played on a computer, board, field or any other interactive media. ![]() r/tabletopgamedesign: All things related to designing tabletop RPGs, wargames, board, and card games. r/gamedev: All things related to game development, programming, math, art, music, collaboration. If your post isn't related to game rule crafting, consider posting in one of the following subreddits: Please report any submissions or comments violating these rules using the report button. Show-off posts are only allowed as game design case studies (Tell us how/ why you developed an interesting game design concept in your game)ģ) DO NOT link to an article or video without providing a short summary. All submissions must be related to Game Design.Ģ) DO NOT post self-promotion, job posts, sales, surveys, polls, low-effort posts, memes, jokes, etc. "how do I fix this problem in Unity?" or "how do I get a job in the game industry?" Try /r/gamedev instead. Posting rulesġ) DO NOT post about general Game Development, e.g. If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ. Game Designers of all experience levels are welcome! Posts about visual art, sound design and level design are only allowed if they are also related to game design. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets. Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. ![]()
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