Turn Based Strategy Grids [Released] [Many images]

I have two pieces to show of incoming features with the next update. First up is hex grid support, its working locally and fully featured with the exception of line of sight check which I will push in a future update. You can now compute action grids for hexagon tiled levels that feature six-directional movement and attack ranges:

All search options for square tiled action grids are available to hex tiled action grids as well:

  • retrieving paths
  • retrieving a list of friendly, neutral or hostile targets you can attack from a tile
  • searching for tiles that satisfy conditions, such as tiles within movement range or from which there are enemies to attack
  • merging multiple grids together, for determining combined move and attack range

Another feature that I’m excited about is sparse level grids, which allow you to create multiple areas that are automatically link them together (path finding will treat them as a whole):

The idea behind sparse level grids is that it is wasteful to create tile data for areas that will never be reached. So instead of creating one large rectangular map with lots of unused space in some cases, you can now choose to composite a large map using smaller rectangular areas. If you’re creating dungeons with long hallways or fields with large unpassable areas sparse level grids will make storing your tiles very cheap. Hope you guys like these incoming changes. :slight_smile: