Comments on 2007-06-06 Hex Mapping – Roads

I think I’ve worked myself into a dead end, here. Before doing any more development, I should do the following:

  1. Use a hex tile centered on (0,0) in order to facilitate any rotations.
  2. Use a coordinate system with an y axis slanted by 60° instead of the zig-zag I’m currently using in order to facilitiate lookup operations when working on roads.
  3. Split it up in decent subroutines.

I quite like the three-way crossing you’ve got there. It’s unusual features like this which make for good maps, to my mind. After all if it’s like that, there must be a reason :)

Perhaps a lord’s castle is at one of the crossing points and the city is:

  1. abandoned and/or haunted
  2. of a different race (dwarven miners?)
  3. in a different country - the road follows the boundary

Alternatively, maybe the other road leading north from the hills is an Old Road, and largely unused now due to bandits/goblin raiders/lizardkin/whatever. ie, it’s a dangerous route which the players will (innevitably) take :)

GreyWulf 2007-06-08 09:56 UTC

Interesting perspective. :) I was planning on trying to avoid three way crossings in the immediate vicinities of settlements. That’s feasible with a bit of extra coding without requiring too much intelligence built into the system. Thus, if there’s at least one other segment between the crossing and the settlement, we still get three way crossings. Or at least I hope we do.

I’m half way through my rewrite of the code. It uses – God forbid! – objects in Perl! :)

AlexSchroeder 2007-06-08 11:40 UTC

Please make sure you contribute only your own work, or work licensed under the GNU Free Documentation License. Note: in order to facilitate peer review and fight vandalism, we will store your IP number for a number of days. See Privacy Policy for more information. See Info for text formatting rules. You can edit this page if you need to fix typos. You can subscribe to updates by email without leaving a comment.

To save this page you must answer this question:

Please say HELLO.