On Thu, Mar 4, 2010 at 1:32 PM, Johanna Ploog <jploog@...> wrote:
> Am Do, 4.03.2010, 02:57 schrieb Enne Walker:
>> 2010/3/3 jpeg <j-p-e-g@...>:
>>> Experimentally use ekolis and ahyangyi's tile design for Hive walls.
>> I think these tiles will need some tweaking. Visually, I think
>> there's too many solid blocks of colors compared to the other tiles
>> that they almost look cartoony.
> Oh, I agree they're far from perfect. I do think, however, that they fit
> the scene better than the rock tiles did. That always made me think I'd
> accidentally entered the wrong branch.
>> Additionally, maybe this would be a good case for tiles that are
>> conditional based on surrounding tiles. The "half-hex" on the
>> left/up/right sides of the tiles stand out too much when there isn't
>> an adjacent wall. If those half-hexes weren't there and the side of
>> the tile was ragged along the full-hex edges, I think it'd look much
>> better. :)
> Haha, I see we're on the same line here. :D I haven't yet bothered to
> continue that trail of thought, but yes, either the tiles themselves or
> their neighbours should be changed so that all combs become complete.
> The new wax walls, on the other hand, are gorgeous and look great even if
> the hexagons are chopped in half, though I'm not sure what's the
> difference. Maybe the size, or colouring, or, as you say, one design
> looking more cartoony than the other one?
> Thanks for the input,
Hi folks; medium-time reader, first time commenter. With regard to
the "conditional tile" problem, I will note that it can be something
of a kludge to add conditions to tile display; you end with many
special cases. It's better to add a terrain type, and add a pass
during dungeon generation that detects adjacency and changes the base
terrain type to the new terrain type. This avoids adding a step in
display code and is easy to generalize to other instances.