Turn Based Strategy Grids [Released] [Many images]

When working with numbers that I’m used to seeing in square grid TBS games, like computing 6 movement steps combined 1 or 2 attack range, computing a hexaon grid this size shows a slight noticeable delay. If high movement capacity per turn is your standard then I would advise to display movement attack separately. If you do that, you won’t ever have to worry about performance. Otherwise, you can work with ‘normal’ movement costs for TBS games, around 5 or just live with the delay.

I plan to smoothen the experience out by spreading the computation of action grids across frames. After all, there is no need to force all computations into one frame.

Edit:
Its hard to express performance in numbers due to so many factors being involved, but please check out the video below where I compute 6 movement steps and 1 attack range. Halfway I turn off computing attacks so you should notice the difference.

https://youtube.com/watch?v=EtCtm0Vjx1M