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Re: Grimrock with hex tiles

Posted: Wed May 09, 2012 4:13 pm
by rakenan
gambit37 wrote:There's absolutely ZERO point making a game like this to use hexagons. You'd need 6 direction keys, as well as the two turn keys. You may as well just remove all tiles, give the player free movement and call it, oh I don't know, Skyrim or something.
You could call it Ultima Underworld instead, which has a lot more in common with Legend of Grimrock than with Skyrim. Just saying, free movement is emphatically *NOT* the reason modern RPG's don't include entertaining dungeon crawls like LoG has and is.

I will agree that there's not much point in hex tiles in a game taking place in a dungeon, where the walls would likely be right angles and straight lines anyway. They'd do a decent job of showing a natural cave, though, or an outdoor area. Still, they're not needed and would probably get in the way far more than they help for any game inspired by Dungeon Master's game play.

Re: Grimrock with hex tiles

Posted: Wed May 09, 2012 10:07 pm
by Lmaoboat
Brodie301 wrote:That game already exist it comes out in a few days it's called Diablo3.
You just can't see the hex outlines.
Hex games are the worst.
What is this, I don't even...