Week 9 – March 20

For the hex grid, I took a lot of inspiration from Catlike Coding for both generating and rendering it. That was basically my starting point, and then I built gameplay systems on top of it. Each hex stores things like its coordinates and neighbors, so it made it pretty straightforward to plug in range-based mechanics. I started with movement by generating a list of allowed cells around the player at the start of their turn, based on their movement range.

From there, I reused the same grid logic for things like attack checks. For example, when attacking, I check the distance in cells between the attacker and the target, and compare that against the range of the weapon being used.

Overall, the grid serves as the basis for both movement and range validation. It’s still being adjusted to make player interactions clearer, but those changes are mostly being handled by another team member.