

- #DOT HACK GU WEAPON SKILLS FF11 HOW TO#
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…In the future I’ll try to code my very own solution. I haven’t dug as much here because I got sidetracked again, but SSI has its own way of building an hex grid, and its own solution produces an arguably prettier result, since these looks more like proper hexes compared to the hamburger-ized version by SSG.
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This series was made by SSG, but the better known in the field is SSI. It’s not as trivial as it might appear, and it was very interesting to go back and dissect this game. So not only I need to find some graphical solution that looks nice, but also the “algorithm” that would build such thing.

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Why should one waste time to figure out these relics of map representation? Because for my own game thing I was trying to figure out how to best represent an hex map having only available a square grid. Now you can see that vertically the hex tiles form a column from the top to the bottom of the screen (horizontally with multiples of 3), whereas this doesn’t happen horizontally, because horizontally we have two unit tiles followed by four hex tiles. Those tiles can be empty, but they can always only contain the hex grid. The hex grid goes all around the two unit tiles, so each unit tile has 10 grid tiles surrounding it. Horizontally the sequence is two tiles forming an unit, then one tile used for the hex grid. To find a solution I had to remove that ugly CRT filter and resize to a native resolution. The vertical spacing makes sense, it’s horizontally that it does something weird. Yet that tiled hex map defied my first attempts at deconstructing it. So I started to wonder, are they using two separate graphic modes, shared on the same screen, one for the map and another for all the text? Because after a quick analysis it doesn’t seem like they use the same “grid” that they used for text. This time I started wondering how they put together that “tiled” hex map. But instead I’m looking for very specific things one doesn’t usually care about. You’d expect me to stop here, after having an idea of how the game works. With the player only playing from the backseat, the game probably holds up better when it comes to challenge, but it still feels quite limited… and dry. I guess this can help the game to be more balanced, since it’s all the AI doing those moves. Units that aren’t shown engaged in combat can only switch from “hold” to “deploy”.Īfter trying for a while I went looking for some discussions online, and it does seem that you don’t push counters in this game… It should be some higher scale strategic thing, so you pretty much only set up the intensity of an attack, but it’s the AI that is in charge of the tactical game. I suppose that menu is to set up ground and air support for that precise attack, and then there’s a menu with various options, like: ASSAULT – PROBE – DEFEND – RETREATĪnd there seems to be some upper level “directive” that only switches from “resting” to “normal”. The only problem is that I couldn’t find a command to actually MOVE stuff on the map, and I’ve tried for quite a while. Some menus to toggle on/off some map features, some text screens to see reinforcements and various statistics, and so on. I employed the well practiced strategy of poking at things to figure them out without a manual, and it’s all relatively straightforward. The comments I read about these games mention that most of them are only collections of scenarios, and only the Russia game had a proper campaign, so I picked that one. The title I remember (reading reviews of) is “Halls of Montezuma.” As you can see there are a few, all using the same “Battlefront” engine or some variations of it. So one of these sidetracks is retrieving some of those games I wanted to play for a very long time when I was a kid, but never ended up trying on a real Commodore 64. That’s the real main root of RPGs that we collectively abandoned and forgot about: wargames. The whole point of the above whole, was to go dig in the lost tradition of RPGs, not back when they were simple and naive but when they were ambitious and convolutedly eccentric. Here I am again for a brand new SIDETRACK! The loops ever getting wider and wider.

So this closes the first section and what will come after will only be divided into parts in the title, and a separate category. There’s a lot more, but I’m already tired of maintaining that part-index here above. Season 1: Part 1 – Part 2 – Part 3 – Part 4 – Part 5 – Part 6 – Part 7
