I am looking for as much as possible, different possibilities for indicating terrain height on a hexagon map.
Of course I have tried things out myself like:
- Real 3D. (Which is fine for a last prototype, but slows down the prototype process for new maps, tremendously)
- A number that tells the player the height. (Which is fine, but again slows down the prototype process for new maps, and requires players to look down on the board constantly)
So I want something that doesn't involve 3D or typing in information on each hexagon. A simple, click on/off in paint is what I am looking for. Just like that "this hexagon is brown" "this hexagon is a mountain" kind of thing.
- Ridges:
Further, when I try ridges (which is most logical). It is unclear to players which side is up.
With the rule that the ridge elevates the hexagon where it is part of, it is in contradiction with some of my other terrain mechanics. I did not have that problem with 3D, where the ridge part could be any type of terrain (including waterfalls or tree's sticking out side ways).
Perhaps a symbol that is indicating which side is up? But what would work the best?
Before going 3D, I want to try out a whole bunch of maps. There for I search for the best way to do this 'flat'.
I hope you can help me speeding up my process by giving advice or samples. Thank you.
I already checked out the game ASL. But my game can have mountainous terrain below forests/grass/water. So the colour in my game does not indicate height.
I certainly need a "shape".
I hope you can help me.
Before I answer to your posts. It has become clear to me that the problem might be either over complicated, or sounds over complicated.
It can actually be solved in an easy way?
Well, for this, I have SUB-marine, and AIR-plane. Well, the logical stuff. I see how space games create a problem in this area.
For your game, you could have some basic rules that are normally followed and add dimension markers to indicate exceptions. For example, you could have a normal rule that says mountain terrain is higher than forest, forest is higher than grass, and grass is higher than river. However, at the beginning of the game, you could randomly place dimensional markers. A dimensional marker could change the normal rule by increasing or decreasing the height of the hex. For example, a blue dimensional marker could increase the height by one, making a river equal in height to grass. A red dimensional marker could increase the height by two, making a forest higher than a mountain. Other dimensional markers could decrease the height of the terrain.
I am following you on this one. Although, the submarine will be at the same height then the crawler(crawls on mountain terrain) on top of the mountain region. Think of mountain as a terrain type, not the height. Thus an impassable terrain for most units if you will, just like a river that also separates land.
Half of the board would be having "exceptions".
How many different height levels are there? I think color may still be possible, with color as the background, and the forest/grass/water/rocks as the "shape" that goes on the background.
I like your idea. But we have one map with a height difference of 16. (The Spires map, based on mission 12 of Unreal, "The Sunspire" :) )
From top:
http://www.oocities.org/masstadon4/map/19sunspire.gif
Sideways:
http://i151.photobucket.com/albums/s130/UBerserker/Shot0007-4.jpg
and
http://img4.wikia.nocookie.net/__cb20090730155159/unreal/pl/images/0/00/...
Also neat to know is that going up or down by 1, means each unit is 6/5th in size. With 2, it is 6/4th in size etc. A difference of 5 is the maximum since with a difference of 6, we have infinite size any way. This includes planes.
With a difference of 5, the factor is 6/1th. Thus a tank of 600 would become 3600 in size, while one region is basic 3600 space.
Why do I tell you this? Well, the ridge is simply going to be a terrain type. If it is a forest, which multiplies size with 2. It now will multiply size with 2.4 for 1 height difference and 3 for 2 height difference.
@ Laperen
It just so happens, we used that material in the past. But yeah, something like that. But imagine the sides not being brown all the time. Sometimes we have waterfalls, forest ridges, or just steep grassy hills.
We also are changing the 3D concept when a map is approved. 1 height difference will practically have a 30 or 45 degree corner shape on a hexagon. We are not sure yet of which one we start with. But the higher the hexagon, the bigger the corner will be.
Here an examples provided by google:
http://www.matematicasvisuales.com/images/geometry/desarrollosplanos/pyr...
*****
We still need a lot of work on that last part. (Calculating sizes, printing etc.) But for the 2D prototyping, I was thinking that perhaps I should stick with numbers any way. After all, 10 difference is not uncommon. And simply have the ridges coloured as well. A combination of the two as if the future 3D map is viewed from high above.
It requires (once again) a new field for editing. But that will be ok.
Unless someone does know a better way. I do thank you for your time.