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Article #1699Re: Playing map....
From: nllopis
Date: Sun, 22 Nov 1992 23:26
Date: Sun, 22 Nov 1992 23:26
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1356 bytes
In article <50217gb@rpi.edu>, woodam@aix.rpi.edu (Matthew G. Woodard) writes: > I'm making a war game, but I don't want to use a "hex" or "square" territory > setup for the maps. Instead, I'd like to use a map similar to that used in > board games such as risk, or Axis and Allies (ie. non-uniform shape). I > believe this might be done using a hard-coding technique, but I want the > game to have much more versatility than that (I'd eventually like to create > a map-generator to create custom battlefields). > One idea I've had would be to implement an object-oriented approach, > but I haven't been able to think up a really good way to represent the map. > > Any advice would be a help, > Matt (woodam@aix.rpi.edu) > Hmm... the easiest way I can see out of it would be to implement it with "small" squares. That way it would not look like the typical board games but if done well enough the user would not be able to tell the difference from "irregular" shapes. There's probably a better way though :)
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Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!caen!nic.umass.edu!risky.ecs.umass.edu!umaecs!nllopis From: nllopis@ecs.umass.edu Newsgroups: rec.games.programmer Subject: Re: Playing map.... Message-ID: <19119.2b10173c@ecs.umass.edu> Date: 22 Nov 92 23:26:52 GMT References: <50217gb@rpi.edu> Lines: 20