Kelis wrote:
Hello All,
I just wanted to say thanks for this game and to whomever developed and maintains it. It's great fun!
I wondered if you ever considered hexagonal 'squares' as they do in many table games with map coordinates. Movement would be more realistic, but I suppose mapping would be more complex.
I realize It's probably way too late for this now.
This game has enormous potential for future innovation! I love it.
Kelis
"The only thing that stays the same is change." -unknown |
Hi Kelis,
Glad you're enjoying the game!
We did initially consider hex squares bakc when it was proposed that Illyriad be a turn-based game rather than RTS. For turn-based games, hex squares make much more sense due to the fixed distance each single available movement would take; but in an RTS, as HM points out, Pythagorean is more accurate in terms of a crow's flight-path.
The planned introduction of pathfinding and standing orders will radically change even this linear motion however, as movement will be substantially affected by the underlying terrain types a particular path requires. At that point, moving a unit from A to B will have various options for the player to choose the routing; some of which will be automated; such as fastest or safest, as well as manually 'waypointed' etc.
All further down the road though.
Regards,
SC