Hexode basic Game Design

It is about time to speak a little bit about the game itself, right? What makes Hexode different from other existing titles? And what is this going to feel like? I will try my best to highlight the most important points in the game design. Things are still subject to change, of course. But I think it is important to fix some ideas. As the development is getting me closer to something playable, I feel the need to write this down.

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Infinite hexagonal board with axial coordinates

When it comes to hexagonal boards, the choice of a coordinate system is primordial. From that choice derives the complexity of the underlying algorithms, like pathfinding for example.

Hexode uses a system of axial coordinates. Each hexagon has its position defined by two integers (U,V). This naming convention may be a bit misleading as those are the same letters used for describing texture coordinates. But I think the code itself is not ambiguous as I have defined a custom Unreal structure “HexCoordinate”, which is really handy when it comes to using it with Blueprints.

hexagonal_coordinates
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