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Offtopic / Re: XCOM Inspired Fantasy Game
« on: January 10, 2020, 08:21:19 am »Then I some time ago playing with design of game (similar to Master of Magic), I come to conclusion that both walls and rivers should be placed on edge of hex.It all depends on your game's mechanics. It is still possible to resolve roads/rivers clash several ways. For example, if river always comes out of an odd hex vertex, and roads always out of even vertices, then there wont be any inconsistency.
Only exception would be rivers that are very big but then it will be not "terrain" but "water" tile, and normal units could not enter tile with big river.
Rivers in the center of hex take more space, while river going along the edge allow placing anything in the center, like i.e. there can be a fortification surrounded by rivers from all sides. If rivers are allowed to go through hex centers, then that fortification would be sitting on top of a river. so it would get messy to decide, if it stuck in water, or supposed to be on some island inside river, or on one of the banks. That is important, if you have bonuses/penaties associated with rivers. I.e. in Panzer General traversing river incurred movement penalties and units on river hexes were vulnerable to attacks. Original Panzer General had such rivers because it is easier to implement them. Although it varied implementation. In PG1 engine rivers connected though corners, while in PG2 they connected though edges. PG2 also had some nice tileset at strange angle, which while not isometric still implies squashed hexes, but PG2 for some reason havent used them, using usual hexes.