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- Path: 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
-
- 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 :)
-
-