Baca Novel America: The Godfather of Game Development Chapter 154: Chapter 154 : Hexagonal Grid Bahasa Indonesia - Enuma Novel

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CHAPTER 154

Chapter 154 : Hexagonal Grid

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Chapter 154 : Hexagonal Grid

"Combining city building and turn-based strategy…"

Sid tried to extract the usable parts from them and combine them with the "4X strategy" concept Lin Lixin had just mentioned.

GAMENOVA happened to have technical accumulation in both of these areas in the past.

City building happened to be Will's comfort zone.

And turn-based strategy had already been designed perfectly enough in *Fire Emblem*.

Е̃.n̆ u m̊ӑ.і̀ḋ

Tactical grid-based combat itself was one of the contents he wanted to make.

Lin Lixin stood in front of him, looking at the crude content modified from *SimCity* on the screen.

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"Since we're going to do it, let's be more thorough and not use a chessboard-style square grid."

"Not use square grids?"

Will and Sid were both stunned.

The chessboard grid was undoubtedly the most regular graphic structure in the world.

E̊ ǹ úm̆а̂

Tightly packed and completely repetitive.

"Why not use square grids? Then what about city planning?"

Will had personally designed *SimCity* and had an exceptionally clear understanding of the importance of square grids in planning.

The design of roads and zones, the placement of buildings, these were all things that only square grids could achieve.

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Although the main body of this new work proposed by Sid was a strategy game, it also included "operation and expansion" gameplay, which meant it would definitely have its own base-building component.

"Because square grids have distance distortion."

Е́ n̊ üm̆ а̌ .і̆ d

Lin Lixin smiled and directly drew a chessboard grid on the whiteboard.

He had noticed this point as early as in *Fire Emblem*.

He reached out and drew a dot in the center of a 3x3 grid, then pointed to the four corners.

"The four diagonal corners have a very awkward positioning in a square grid."

"In *Fire Emblem*, only the four positions up, down, left, and right of a grid are considered 'adjacent', while the diagonal corners are treated as a distance of 1 grid away."

"Whereas in *Minesweeper*, the number of mines displayed on a grid is determined by the surrounding eight grids, taking the surrounding circle of eight grids as 'adjacent'."

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"..."

"Why do you think there is this difference?"

In different games, the understanding of the eight grids surrounding a square grid is completely different.

"Because of the difference in the number of engaged enemies."

Carmack's voice came from the side, interrupting Will and Sid's thoughts.

This was the first time he had spoken up on his own initiative since seeing the two of them.

Ѐṅu mа́ . і̀ d

"In a situation with only melee units, one unit will at most be adjacent to four enemies, making it easier to utilize obstacles and terrain."

"But if all 8 grids are considered adjacent, while the output window for ranged units decreases, the risk of melee units being surrounded also becomes higher."

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"This turns combat from a strategy of troop formation into a competition of who has more units, which would make the game boring."

He looked at the grid Lin Lixin drew and paused, "However, the fact that characters cannot move diagonally in *Fire Emblem*, I think is actually due to another problem."

"Movement distance."

The corners of Lin Lixin's mouth rose, and he nodded.

Ẁёb̄ n о̂vé l̀ Е n ŭ m а̊

"Exactly, this is the most crucial point."

"If a character in *Fire Emblem* wants to move to a diagonal corner, it needs to consume 2 mobility points, which can only be achieved by moving twice through the four directions of 'up, down, left, and right'."

"This is because in a square grid with a radius of 1, the distance to reach the corner is not 1, but the square root of 2."

Will and Sid immediately understood.

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This was indeed a problem that was not easy to notice.

Even if they could easily make characters move diagonally in programming, in visual presentation, the distance moved to a diagonal corner was indeed obviously further than the four adjacent grids.

Ё ǹ u m̂ а

To solve this problem, they needed to find a shape where the distance from the center of the grid to the center of any adjacent grid was equal.

At the same time, in order for it to be arranged like a chessboard, it also had to be capable of closest packing.

At this moment, the answer to the problem appeared in everyone's minds.

"Hexagons!"

Abandon the Manhattan distance in *Fire Emblem*, adopt the Chebyshev distance, and let hexagonal grids replace square grids.

This way, no matter which of the six adjacent grids one moves to, the distance is equal, an absolutely standard 1.

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This made all distance-based strategic planning very easy to calculate and absolutely fair.

"But… if we switch to a hexagonal grid, what about city planning?"

Will imagined it in his mind and suddenly felt a bit creeped out.

His OCD was acting up, it was uncomfortable!

No matter how the roads were built, it wouldn't be suitable!

If the base couldn't be planned in rectangles, no matter how the shapes were spliced together, it would never be as comfortable as the original.

Е̂ ň ům а

"This… is where we have to bring out the 'District' system. We will plan using districts as units, rather than the microscopic city itself."

Lin Lixin fished out a stack of hexagonal magnetic tiles from a storage box.

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Under the confused gazes of the others, he sequentially wrote different labels on several magnetic tiles.

[Mountain] [River] [Forest] [Rainforest] [Industrial Zone] [Commercial Hub]

"Ahem, let's play a little game? Let's see who can lay out the optimal solution."

"For every adjacent mountain tile, the Campus gets +1 yield; for every adjacent river tile, the Commercial Hub…"

Е nu m̊ а

As Lin Lixin listed the rules one by one, the eyes of the others grew brighter and brighter.

"The center can provide +1 to all adjacent districts. In that case, my Campus district can get +5, it's invincible, the ultimate feng shui treasure land."

"But in that case, your Holy Site bonus is hopeless. If the mountains surround the Campus, the Holy Site can at most be adjacent to two mountain tiles…"

"Then I'll just give up on the Holy Site and fully support the Campus and Theater Square…"

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The few of them gathered around this stack of magnetic tiles, playing with great delight, arguing for half an hour without a definite result.

Without Lin Lixin needing to explain anything more, they had completely understood his meaning.

Еṅ.u mа̀

The geometric characteristics of the hexagon were brought to the extreme by the concept of districts.

How to place districts to get the maximum bonus became a gameplay mechanic that was not the least bit inferior to planning a city in *SimCity*.

Adjacency bonus.

Just this one simple mechanic was enough to change many things.

You have to know that this was still under the circumstance of having only a limited few choices.

Once these were truly made into a game, the completely randomly generated terrain and different development choices would make this seemingly simple planning game extremely complex.

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Every match would be a completely different experience.

"No need to agonize over the Holy Site issue. Didn't I say it? Science Victory, Culture Victory, Domination Victory, Religion Victory, etc., are all viable. Giving up the Holy Site to max out the science value is also a path."

Lin Lixin looked at the few people who were already fascinated, his expression inexplicable.

This was just the beginning, yet they were already so hooked.

They were still far from touching the true core profound meaning of the game *Civilization*.

Enuma ID

"One more turn" — the gaming world's most terrifying time-devouring device.

Е́ ň ŭm̄а̌ .і̌d

Just by lightly clicking to start the game, the time would miraculously change from 8:00 AM to 7:00 AM.

An hour appeared out of thin air, it was simply magical.

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(End of Chapter)

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